Feel  3.16
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MoreMountains.Feedbacks.MMF_MMSoundManagerSound Class Reference

This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work. More...

Inheritance diagram for MoreMountains.Feedbacks.MMF_MMSoundManagerSound:
MoreMountains.Feedbacks.MMF_Feedback

Public Member Functions

override void InitializeCustomAttributes ()
 Initializes the debug buttons More...
 
virtual void RandomizeTimes ()
 Randomizes playback time and playback duration More...
 
override void OnDrawGizmosSelectedHandler ()
 Triggered when the host MMF Player gets selected, can be used to draw gizmos More...
 
virtual void ResetSequentialIndex ()
 Forces a reset of the sequential index to 0 More...
 
virtual void SetSequentialIndex (int newIndex)
 Forces a reset of the sequential index to the value specified in parameters More...
 
override void OnValidate ()
 On validate we randomize our times More...
 

Public Attributes

override bool HasRandomness => true
 
AudioClip Sfx
 the sound clip to play More...
 
AudioClip[] RandomSfx
 an array to pick a random sfx from More...
 
bool SequentialOrder = false
 if this is true, random sfx audio clips will be played in sequential order instead of at random More...
 
bool SequentialOrderHoldLast = false
 if we're in sequential order, determines whether or not to hold at the last index, until either a cooldown is met, or the ResetSequentialIndex method is called More...
 
float SequentialOrderHoldCooldownDuration = 2f
 if we're in sequential order hold last mode, index will reset to 0 automatically after this duration, unless it's 0, in which case it'll be ignored More...
 
bool RandomUnique = false
 if this is true, sfx will be picked at random until all have been played. once this happens, the list is shuffled again, and it starts over More...
 
MMF_MMSoundManagerSoundData SoundDataSO
 a scriptable object (created via the Create/MoreMountains/Audio/MMF_SoundData menu) to define settings that will override all other settings on this feedback More...
 
float MinVolume = 1f
 the minimum volume to play the sound at More...
 
float MaxVolume = 1f
 the maximum volume to play the sound at More...
 
float MinPitch = 1f
 the minimum pitch to play the sound at More...
 
float MaxPitch = 1f
 the maximum pitch to play the sound at More...
 
MMSoundManager.MMSoundManagerTracks MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Sfx
 the track on which to play the sound. Pick the one that matches the nature of your sound More...
 
int ID = 0
 the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards. More...
 
AudioMixerGroup AudioGroup = null
 the AudioGroup on which to play the sound. If you're already targeting a preset track, you can leave it blank, otherwise the group you specify here will override it. More...
 
AudioSource RecycleAudioSource = null
 if (for some reason) you've already got an audiosource and wouldn't like to use the built-in pool system, you can specify it here More...
 
bool Loop = false
 whether or not this sound should loop More...
 
bool Persistent = false
 whether or not this sound should continue playing when transitioning to another scene More...
 
bool DoNotPlayIfClipAlreadyPlaying = false
 whether or not this sound should play if the same sound clip is already playing More...
 
bool StopSoundOnFeedbackStop = false
 if this is true, this sound will stop playing when stopping the feedback More...
 
bool Fade = false
 whether or not to fade this sound in when playing it More...
 
float FadeInitialVolume = 0f
 if fading, the volume at which to start the fade More...
 
float FadeDuration = 1f
 if fading, the duration of the fade, in seconds More...
 
MMTweenType FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic)
 if fading, the tween over which to fade the sound More...
 
bool SoloSingleTrack = false
 whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing More...
 
bool SoloAllTracks = false
 whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing More...
 
bool AutoUnSoloOnEnd = false
 if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing More...
 
float PanStereo
 Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. More...
 
float SpatialBlend
 Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. More...
 
Transform AttachToTransform
 a Transform this sound can 'attach' to and follow it along as it plays More...
 
bool BypassEffects = false
 Bypass effects (Applied from filter components or global listener filters). More...
 
bool BypassListenerEffects = false
 When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group. More...
 
bool BypassReverbZones = false
 When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. More...
 
int Priority = 128
 Sets the priority of the AudioSource. More...
 
float ReverbZoneMix = 1f
 The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. More...
 
Vector2 PlaybackTime = new Vector2(0f, 0f)
 a timestamp (in seconds, randomized between the defined min and max) at which the sound will start playing, equivalent to the Audiosource API's Time) More...
 
Vector2 PlaybackDuration = new Vector2(0f, 0f)
 a duration (in seconds, randomized between the defined min and max) for which the sound will play before stopping. Ignored if min and max are zero. More...
 
float DopplerLevel = 1f
 Sets the Doppler scale for this AudioSource. More...
 
int Spread = 0
 Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. More...
 
AudioRolloffMode RolloffMode = AudioRolloffMode.Logarithmic
 Sets/Gets how the AudioSource attenuates over distance. More...
 
float MinDistance = 1f
 Within the Min distance the AudioSource will cease to grow louder in volume. More...
 
float MaxDistance = 500f
 (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. More...
 
bool UseCustomRolloffCurve = false
 whether or not to use a custom curve for custom volume rolloff More...
 
AnimationCurve CustomRolloffCurve
 the curve to use for custom volume rolloff if UseCustomRolloffCurve is true More...
 
bool UseSpatialBlendCurve = false
 whether or not to use a custom curve for spatial blend More...
 
AnimationCurve SpatialBlendCurve
 the curve to use for custom spatial blend if UseSpatialBlendCurve is true More...
 
bool UseReverbZoneMixCurve = false
 whether or not to use a custom curve for reverb zone mix More...
 
AnimationCurve ReverbZoneMixCurve
 the curve to use for custom reverb zone mix if UseReverbZoneMixCurve is true More...
 
bool UseSpreadCurve = false
 whether or not to use a custom curve for spread More...
 
AnimationCurve SpreadCurve
 the curve to use for custom spread if UseSpreadCurve is true More...
 
bool DrawGizmos = false
 whether or not to draw sound falloff gizmos when this MMF Player is selected More...
 
Transform GizmosCenter
 an object to use as the center of the gizmos. If left empty, this MMF Player's position will be used. More...
 
Color MinDistanceColor = MMColors.CadetBlue
 the color to use to draw the min distance sphere of the sound falloff gizmos More...
 
Color MaxDistanceColor = MMColors.Orangered
 the color to use to draw the max distance sphere of the sound falloff gizmos More...
 
MMF_Button TestPlayButton
 a test button used to play the sound in inspector More...
 
MMF_Button TestStopButton
 a test button used to stop the sound in inspector More...
 
MMF_Button ResetSequentialIndexButton
 a test button used to stop the sound in inspector More...
 

Static Public Attributes

static bool FeedbackTypeAuthorized = true
 a static bool used to disable all feedbacks of this type at once More...
 

Protected Member Functions

override void CustomInitialization (MMF_Player owner)
 This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
 
override void CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f)
 Plays either a random sound or the specified sfx More...
 
override void CustomStopFeedback (Vector3 position, float feedbacksIntensity=1)
 On Stop, we stop our sound if needed More...
 
virtual void HandleSO ()
 If a scriptable object is specified, we grab its values More...
 
virtual void PlaySound (AudioClip sfx, Vector3 position, float intensity)
 Triggers a play sound event More...
 
virtual float GetDuration ()
 Returns the duration of the sound, or of the longest of the random sounds More...
 
virtual float ComputeDuration (AudioClip sfx, AudioClip[] randomSfx)
 
virtual async void TestPlaySound ()
 A test method that creates an audiosource, plays it, and destroys itself after play More...
 
virtual void TestStopSound ()
 A test method that stops the test sound More...
 
virtual void PlayAudioSource (AudioSource audioSource, AudioClip sfx, float volume, float pitch, float time, float playbackDuration)
 Plays the audio source with the specified volume and pitch More...
 
virtual AudioClip PickRandomClip ()
 Determines the next index to play when dealing with random clips More...
 

Protected Attributes

AudioClip _randomClip
 
AudioSource _editorAudioSource
 
MMSoundManagerPlayOptions _options
 
AudioSource _playedAudioSource
 
float _randomPlaybackTime
 
float _randomPlaybackDuration
 
int _currentIndex = 0
 
Vector3 _gizmoCenter
 
MMShufflebag< int > _randomUniqueShuffleBag
 

Properties

override float FeedbackDuration [get]
 sets the inspector color for this feedback More...
 

Detailed Description

This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work.

Member Function Documentation

◆ ComputeDuration()

virtual float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.ComputeDuration ( AudioClip  sfx,
AudioClip[]  randomSfx 
)
protectedvirtual

◆ CustomInitialization()

override void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.CustomInitialization ( MMF_Player  owner)
protectedvirtual

This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method

Parameters
owner

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomPlayFeedback()

override void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.CustomPlayFeedback ( Vector3  position,
float  feedbacksIntensity = 1.0f 
)
protectedvirtual

Plays either a random sound or the specified sfx

Parameters
position
feedbacksIntensity

Implements MoreMountains.Feedbacks.MMF_Feedback.

◆ CustomStopFeedback()

override void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.CustomStopFeedback ( Vector3  position,
float  feedbacksIntensity = 1 
)
protectedvirtual

On Stop, we stop our sound if needed

Parameters
position
feedbacksIntensity

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ GetDuration()

virtual float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.GetDuration ( )
protectedvirtual

Returns the duration of the sound, or of the longest of the random sounds

Returns

◆ HandleSO()

virtual void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.HandleSO ( )
protectedvirtual

If a scriptable object is specified, we grab its values

◆ InitializeCustomAttributes()

override void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.InitializeCustomAttributes ( )
virtual

Initializes the debug buttons

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ OnDrawGizmosSelectedHandler()

override void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.OnDrawGizmosSelectedHandler ( )
virtual

Triggered when the host MMF Player gets selected, can be used to draw gizmos

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ OnValidate()

override void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.OnValidate ( )
virtual

On validate we randomize our times

Reimplemented from MoreMountains.Feedbacks.MMF_Feedback.

◆ PickRandomClip()

virtual AudioClip MoreMountains.Feedbacks.MMF_MMSoundManagerSound.PickRandomClip ( )
protectedvirtual

Determines the next index to play when dealing with random clips

Returns

◆ PlayAudioSource()

virtual void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.PlayAudioSource ( AudioSource  audioSource,
AudioClip  sfx,
float  volume,
float  pitch,
float  time,
float  playbackDuration 
)
protectedvirtual

Plays the audio source with the specified volume and pitch

Parameters
audioSource
sfx
volume
pitch

◆ PlaySound()

virtual void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.PlaySound ( AudioClip  sfx,
Vector3  position,
float  intensity 
)
protectedvirtual

Triggers a play sound event

Parameters
sfx
position
intensity

◆ RandomizeTimes()

virtual void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.RandomizeTimes ( )
virtual

Randomizes playback time and playback duration

◆ ResetSequentialIndex()

virtual void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.ResetSequentialIndex ( )
virtual

Forces a reset of the sequential index to 0

◆ SetSequentialIndex()

virtual void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SetSequentialIndex ( int  newIndex)
virtual

Forces a reset of the sequential index to the value specified in parameters

Parameters
newIndex

◆ TestPlaySound()

virtual async void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.TestPlaySound ( )
protectedvirtual

A test method that creates an audiosource, plays it, and destroys itself after play

◆ TestStopSound()

virtual void MoreMountains.Feedbacks.MMF_MMSoundManagerSound.TestStopSound ( )
protectedvirtual

A test method that stops the test sound

Member Data Documentation

◆ _currentIndex

int MoreMountains.Feedbacks.MMF_MMSoundManagerSound._currentIndex = 0
protected

◆ _editorAudioSource

AudioSource MoreMountains.Feedbacks.MMF_MMSoundManagerSound._editorAudioSource
protected

◆ _gizmoCenter

Vector3 MoreMountains.Feedbacks.MMF_MMSoundManagerSound._gizmoCenter
protected

◆ _options

MMSoundManagerPlayOptions MoreMountains.Feedbacks.MMF_MMSoundManagerSound._options
protected

◆ _playedAudioSource

AudioSource MoreMountains.Feedbacks.MMF_MMSoundManagerSound._playedAudioSource
protected

◆ _randomClip

AudioClip MoreMountains.Feedbacks.MMF_MMSoundManagerSound._randomClip
protected

◆ _randomPlaybackDuration

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound._randomPlaybackDuration
protected

◆ _randomPlaybackTime

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound._randomPlaybackTime
protected

◆ _randomUniqueShuffleBag

MMShufflebag<int> MoreMountains.Feedbacks.MMF_MMSoundManagerSound._randomUniqueShuffleBag
protected

◆ AttachToTransform

Transform MoreMountains.Feedbacks.MMF_MMSoundManagerSound.AttachToTransform

a Transform this sound can 'attach' to and follow it along as it plays

◆ AudioGroup

AudioMixerGroup MoreMountains.Feedbacks.MMF_MMSoundManagerSound.AudioGroup = null

the AudioGroup on which to play the sound. If you're already targeting a preset track, you can leave it blank, otherwise the group you specify here will override it.

◆ AutoUnSoloOnEnd

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.AutoUnSoloOnEnd = false

if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing

◆ BypassEffects

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.BypassEffects = false

Bypass effects (Applied from filter components or global listener filters).

◆ BypassListenerEffects

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.BypassListenerEffects = false

When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.

◆ BypassReverbZones

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.BypassReverbZones = false

When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.

◆ CustomRolloffCurve

AnimationCurve MoreMountains.Feedbacks.MMF_MMSoundManagerSound.CustomRolloffCurve

the curve to use for custom volume rolloff if UseCustomRolloffCurve is true

◆ DoNotPlayIfClipAlreadyPlaying

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.DoNotPlayIfClipAlreadyPlaying = false

whether or not this sound should play if the same sound clip is already playing

◆ DopplerLevel

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.DopplerLevel = 1f

Sets the Doppler scale for this AudioSource.

◆ DrawGizmos

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.DrawGizmos = false

whether or not to draw sound falloff gizmos when this MMF Player is selected

◆ Fade

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.Fade = false

whether or not to fade this sound in when playing it

◆ FadeDuration

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.FadeDuration = 1f

if fading, the duration of the fade, in seconds

◆ FadeInitialVolume

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.FadeInitialVolume = 0f

if fading, the volume at which to start the fade

◆ FadeTween

MMTweenType MoreMountains.Feedbacks.MMF_MMSoundManagerSound.FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic)

if fading, the tween over which to fade the sound

◆ FeedbackTypeAuthorized

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.FeedbackTypeAuthorized = true
static

a static bool used to disable all feedbacks of this type at once

◆ GizmosCenter

Transform MoreMountains.Feedbacks.MMF_MMSoundManagerSound.GizmosCenter

an object to use as the center of the gizmos. If left empty, this MMF Player's position will be used.

◆ HasRandomness

override bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.HasRandomness => true

◆ ID

int MoreMountains.Feedbacks.MMF_MMSoundManagerSound.ID = 0

the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards.

◆ Loop

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.Loop = false

whether or not this sound should loop

◆ MaxDistance

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MaxDistance = 500f

(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.

◆ MaxDistanceColor

Color MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MaxDistanceColor = MMColors.Orangered

the color to use to draw the max distance sphere of the sound falloff gizmos

◆ MaxPitch

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MaxPitch = 1f

the maximum pitch to play the sound at

◆ MaxVolume

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MaxVolume = 1f

the maximum volume to play the sound at

◆ MinDistance

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MinDistance = 1f

Within the Min distance the AudioSource will cease to grow louder in volume.

◆ MinDistanceColor

Color MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MinDistanceColor = MMColors.CadetBlue

the color to use to draw the min distance sphere of the sound falloff gizmos

◆ MinPitch

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MinPitch = 1f

the minimum pitch to play the sound at

◆ MinVolume

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MinVolume = 1f

the minimum volume to play the sound at

◆ MmSoundManagerTrack

MMSoundManager.MMSoundManagerTracks MoreMountains.Feedbacks.MMF_MMSoundManagerSound.MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Sfx

the track on which to play the sound. Pick the one that matches the nature of your sound

◆ PanStereo

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.PanStereo

Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.

◆ Persistent

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.Persistent = false

whether or not this sound should continue playing when transitioning to another scene

◆ PlaybackDuration

Vector2 MoreMountains.Feedbacks.MMF_MMSoundManagerSound.PlaybackDuration = new Vector2(0f, 0f)

a duration (in seconds, randomized between the defined min and max) for which the sound will play before stopping. Ignored if min and max are zero.

◆ PlaybackTime

Vector2 MoreMountains.Feedbacks.MMF_MMSoundManagerSound.PlaybackTime = new Vector2(0f, 0f)

a timestamp (in seconds, randomized between the defined min and max) at which the sound will start playing, equivalent to the Audiosource API's Time)

◆ Priority

int MoreMountains.Feedbacks.MMF_MMSoundManagerSound.Priority = 128

Sets the priority of the AudioSource.

◆ RandomSfx

AudioClip [] MoreMountains.Feedbacks.MMF_MMSoundManagerSound.RandomSfx

an array to pick a random sfx from

◆ RandomUnique

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.RandomUnique = false

if this is true, sfx will be picked at random until all have been played. once this happens, the list is shuffled again, and it starts over

◆ RecycleAudioSource

AudioSource MoreMountains.Feedbacks.MMF_MMSoundManagerSound.RecycleAudioSource = null

if (for some reason) you've already got an audiosource and wouldn't like to use the built-in pool system, you can specify it here

◆ ResetSequentialIndexButton

MMF_Button MoreMountains.Feedbacks.MMF_MMSoundManagerSound.ResetSequentialIndexButton

a test button used to stop the sound in inspector

◆ ReverbZoneMix

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.ReverbZoneMix = 1f

The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.

◆ ReverbZoneMixCurve

AnimationCurve MoreMountains.Feedbacks.MMF_MMSoundManagerSound.ReverbZoneMixCurve

the curve to use for custom reverb zone mix if UseReverbZoneMixCurve is true

◆ RolloffMode

AudioRolloffMode MoreMountains.Feedbacks.MMF_MMSoundManagerSound.RolloffMode = AudioRolloffMode.Logarithmic

Sets/Gets how the AudioSource attenuates over distance.

◆ SequentialOrder

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SequentialOrder = false

if this is true, random sfx audio clips will be played in sequential order instead of at random

◆ SequentialOrderHoldCooldownDuration

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SequentialOrderHoldCooldownDuration = 2f

if we're in sequential order hold last mode, index will reset to 0 automatically after this duration, unless it's 0, in which case it'll be ignored

◆ SequentialOrderHoldLast

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SequentialOrderHoldLast = false

if we're in sequential order, determines whether or not to hold at the last index, until either a cooldown is met, or the ResetSequentialIndex method is called

◆ Sfx

AudioClip MoreMountains.Feedbacks.MMF_MMSoundManagerSound.Sfx

the sound clip to play

◆ SoloAllTracks

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SoloAllTracks = false

whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing

◆ SoloSingleTrack

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SoloSingleTrack = false

whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing

◆ SoundDataSO

MMF_MMSoundManagerSoundData MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SoundDataSO

a scriptable object (created via the Create/MoreMountains/Audio/MMF_SoundData menu) to define settings that will override all other settings on this feedback

◆ SpatialBlend

float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SpatialBlend

Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.

◆ SpatialBlendCurve

AnimationCurve MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SpatialBlendCurve

the curve to use for custom spatial blend if UseSpatialBlendCurve is true

◆ Spread

int MoreMountains.Feedbacks.MMF_MMSoundManagerSound.Spread = 0

Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.

◆ SpreadCurve

AnimationCurve MoreMountains.Feedbacks.MMF_MMSoundManagerSound.SpreadCurve

the curve to use for custom spread if UseSpreadCurve is true

◆ StopSoundOnFeedbackStop

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.StopSoundOnFeedbackStop = false

if this is true, this sound will stop playing when stopping the feedback

◆ TestPlayButton

MMF_Button MoreMountains.Feedbacks.MMF_MMSoundManagerSound.TestPlayButton

a test button used to play the sound in inspector

◆ TestStopButton

MMF_Button MoreMountains.Feedbacks.MMF_MMSoundManagerSound.TestStopButton

a test button used to stop the sound in inspector

◆ UseCustomRolloffCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.UseCustomRolloffCurve = false

whether or not to use a custom curve for custom volume rolloff

◆ UseReverbZoneMixCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.UseReverbZoneMixCurve = false

whether or not to use a custom curve for reverb zone mix

◆ UseSpatialBlendCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.UseSpatialBlendCurve = false

whether or not to use a custom curve for spatial blend

◆ UseSpreadCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSound.UseSpreadCurve = false

whether or not to use a custom curve for spread

Property Documentation

◆ FeedbackDuration

override float MoreMountains.Feedbacks.MMF_MMSoundManagerSound.FeedbackDuration
get

sets the inspector color for this feedback

the duration of this feedback is the duration of the clip being played


The documentation for this class was generated from the following file: