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:

  1. Check that it has not already been opened.
  2. Grant a Reward Bundle.
  3. Play a chest-opening Sound.
  4. Set an opened flag.
  5. 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.