struct
stringfalseName has to be unique across all states.
VariableAmbientSoundStateTypetruestringtrueCannot be defined if next_states is defined.
Doesn't need to be defined if there is only one state.
Array<VariableAmbientSoundNextStateItem>trueCannot be defined if next_state is defined.
Cannot be defined if there is only one state.
Cannot be empty.
VariableAmbientSoundNextStateTriggertrueMandatory if there is more than one state or if the only state transitions to itself.
Can be defined for regular states only.
Array<string>trueList of name of layers used to trigger state transition.
Only loaded, and mandatory if next_state_trigger is "layers-finished".
uint32trueDefines for how long this state will be active.
Mandatory if next_state_trigger is "duration".
Optionally loaded for intermezzo states.
Array<VariableAmbientSoundLayerStateProperties>trueMust contain as many items as there is layers in the variable track. The items themselves can be empty. The order of items corresponds to the order of layers as they appear in the prototype definition.
Mandatory for regular and final states.
Cannot be defined for intermezzo or stop states.
RandomRangetruePause before a layer starts playing.
Optionally loaded for intermezzo states.
RandomRangetruePause before a layer finishes playing. The layer being finished is not counted until the pause finishes.
Optionally loaded for intermezzo states.
RandomRangetrueDefines how many layers will be playing. Which layers will be playing is selected randomly.
The minimum cannot be zero, the maximum cannot be greater than the number of layers.
Cannot be defined if any of layers_properties define the enabled property.
Cannot be defined for intermezzo or stop states.