using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Canyon echo coordinator — wires up devices that are
# already placed in the UEFN level via their @editable bindings.
# Patchwork audio routing is configured in the editor;
# this script handles the gameplay trigger that starts playback.
canyon_echo_manager := class(creative_device):
# Drag the placed Audio Player device here in the Details panel.
@editable
MusicSource : audio_player_device = audio_player_device{}
# Drag the placed Trigger Volume device here in the Details panel.
# The Echo Effect and Output devices are wired to MusicSource
# inside Patchwork — no Verse API is needed for that routing.
@editable
EntranceTrigger : trigger_device = trigger_device{}
OnBegin<override>()<suspends> : void =
# Subscribe to the trigger so playback starts when a
# player walks into the Canyon Chamber.
EntranceTrigger.TriggeredEvent.Subscribe(OnPlayerEntered)
# Called automatically each time the trigger fires.
# 'Agent' is the player who stepped inside.
OnPlayerEntered(Agent : ?agent) : void =
# Start the music source.
Verse Library
verse
01 Device
Activates an audio source with patchwork echo effects when players enter a trigger zone.
verse-library/using-patchwork-echo-effect-devices-in-fortnite-creative/01-device.verse
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