gun_sound
A weapon class's synthesized sound as data: weight (low boom), crack, tail, mechanism, size, pitch, level, suppressor. 0 keeps the class default.
In scene text
gun_sound { class "…" weight 1 crack 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 10
| Field | Type | Unit / range | What it does |
|---|---|---|---|
class | text | — | pistol, revolver, smg, rifle, lmg, shotgun, sniper, launcher or laser. |
weight | number | 0 … 2 | Low/mid boom under the crack (heavier: higher). |
crack | number | 0 … 2 | The sharp front of the blast. |
tail | number | 0 … 2 | Echoes outdoors, the room indoors. |
mech | number | 0 … 2 | Slide, bolt and hammer level. |
energy | number | 0 … 2 | Overall size: longer boom, deeper punch (0.3 to 2). |
pitch | number | 0 … 2 | Playback pitch (below 1 is deeper). |
gain | number | 0 … 2 | Level. |
suppressed | true / false | — | Fitted with a suppressor. |
enabled | true / false | — | Whether this tuning applies. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us