PHASESoundEventNodeAsset
A template object for sounds that can play in reaction to environmental state.
Declaration
class PHASESoundEventNodeAssetOverview
This object refers by name to a collection of sound event nodes that connect to form a tree, or hierarchy. To retrieve an instance of this class, add a sound-event node definition to the asset registry using registerSoundEventAsset(rootNode:identifier:). Choose the rootNode argument from the subclasses in Sound Event Nodes based on the playback features your app requires.
To play a single audio asset, register a rootNode with only one audio-providing node. Alternatively, to create a sound event that can change its audio based on your app’s current state, register a rootNode that contains children. By adding multiple nodes that play varying audio as children to a control node, PHASE plays the right audio for the moment based on control logic that you define.
To create a playable sound event from this class, pass identifier to the assetIdentifier parameter of the sound event intializer, init(engine:assetIdentifier:). Then, invoke the sound event by calling start(completion:).
As an opaque derived object, this class adds no properties to its base class.