Feel  4.0.1
The best way to improve your game's feel and make it extra juicy
MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData Class Reference

A scriptable object used to store data for MMSoundManager play More...

Inheritance diagram for MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData:

Public Attributes

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...
 
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...
 
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...
 
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...
 
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...
 

Detailed Description

A scriptable object used to store data for MMSoundManager play

Member Data Documentation

◆ AttachToTransform

Transform MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.AttachToTransform

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

◆ AudioGroup

AudioMixerGroup MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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_MMSoundManagerSoundData.BypassEffects = false

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

◆ BypassListenerEffects

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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_MMSoundManagerSoundData.CustomRolloffCurve

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

◆ DoNotPlayIfClipAlreadyPlaying

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.DoNotPlayIfClipAlreadyPlaying = false

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

◆ DopplerLevel

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.DopplerLevel = 1f

Sets the Doppler scale for this AudioSource.

◆ Fade

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.Fade = false

whether or not to fade this sound in when playing it

◆ FadeDuration

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.FadeDuration = 1f

if fading, the duration of the fade, in seconds

◆ FadeInitialVolume

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.FadeInitialVolume = 0f

if fading, the volume at which to start the fade

◆ FadeTween

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

if fading, the tween over which to fade the sound

◆ ID

int MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.Loop = false

whether or not this sound should loop

◆ MaxDistance

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.MaxDistance = 500f

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

◆ MaxPitch

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.MaxPitch = 1f

the maximum pitch to play the sound at

◆ MaxVolume

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.MaxVolume = 1f

the maximum volume to play the sound at

◆ MinDistance

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.MinDistance = 1f

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

◆ MinPitch

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.MinPitch = 1f

the minimum pitch to play the sound at

◆ MinVolume

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.MinVolume = 1f

the minimum volume to play the sound at

◆ MmSoundManagerTrack

MMSoundManager.MMSoundManagerTracks MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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_MMSoundManagerSoundData.Persistent = false

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

◆ PlaybackDuration

Vector2 MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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_MMSoundManagerSoundData.Priority = 128

Sets the priority of the AudioSource.

◆ RandomSfx

AudioClip [] MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.RandomSfx

an array to pick a random sfx from

◆ RandomUnique

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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

◆ ReverbZoneMix

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.ReverbZoneMixCurve

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

◆ RolloffMode

AudioRolloffMode MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.RolloffMode = AudioRolloffMode.Logarithmic

Sets/Gets how the AudioSource attenuates over distance.

◆ SequentialOrder

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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_MMSoundManagerSoundData.Sfx

the sound clip to play

◆ SoloAllTracks

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.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

◆ SpatialBlend

float MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.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_MMSoundManagerSoundData.SpatialBlendCurve

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

◆ Spread

int MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.Spread = 0

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

◆ SpreadCurve

AnimationCurve MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.SpreadCurve

the curve to use for custom spread if UseSpreadCurve is true

◆ StopSoundOnFeedbackStop

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.StopSoundOnFeedbackStop = false

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

◆ UseCustomRolloffCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.UseCustomRolloffCurve = false

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

◆ UseReverbZoneMixCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.UseReverbZoneMixCurve = false

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

◆ UseSpatialBlendCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.UseSpatialBlendCurve = false

whether or not to use a custom curve for spatial blend

◆ UseSpreadCurve

bool MoreMountains.Feedbacks.MMF_MMSoundManagerSoundData.UseSpreadCurve = false

whether or not to use a custom curve for spread


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