Audio and Keyboard Input · Version 0.5
Audio Actions
Play Music, stop Music, or play a Sound from dialogue, interactions, and other ordered Action Sequences.
Audio Actions let gameplay logic control registered clips without placing every sound behind a dedicated scene object.
Current shared Actions include:
- Play Music
- Stop Music
- Play Sound
Use them in:
- Dialogue answers
- Dialogue completion
- Interaction Actions
- Consumables
- Quest rewards
- Other supported Action Sequences
Example
A chest interaction could:
- Check that it has not already been opened.
- Grant a Reward Bundle.
- Play a chest-opening Sound.
- Set an opened flag.
- Disable the chest object.
Because the Sound is referenced by stable Audio ID, the Action remains valid if the project-relative file location is managed through the Audio Library.