Feel
4.3
The best way to improve your game's feel and make it extra juicy
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A class used to store options for MMSoundManager play More...
Public Attributes | |
bool | Initialized |
MMSoundManager.MMSoundManagerTracks | MmSoundManagerTrack |
the track on which to play the sound More... | |
AudioMixerGroup | AudioGroup |
an audiogroup to use if you don't want to play on any of the preset tracks More... | |
bool | Loop |
whether or not the sound should loop More... | |
float | Volume |
the volume at which to play the sound More... | |
float | Pitch |
The pitch of the audio source. More... | |
int | ID |
the ID of the sound, useful to find that sound again later More... | |
bool | Fade |
whether or not to fade the sound when playing it More... | |
float | FadeInitialVolume |
the initial volume of the sound, before the fade More... | |
float | FadeDuration |
the duration of the fade, in seconds More... | |
MMTweenType | FadeTween |
the tween to use when fading the sound More... | |
bool | Persistent |
whether or not the sound should persist over scene transitions More... | |
AudioSource | RecycleAudioSource |
an AudioSource to use if you don't want to pick one from the pool More... | |
float | PlaybackTime |
The time (in seconds) at which to start playing the sound. More... | |
float | PlaybackDuration |
The time (in seconds after which to stop playing the sound. 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 | SoloSingleTrack |
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 |
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 |
if in any of the solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing More... | |
bool | BypassEffects |
Bypass effects (Applied from filter components or global listener filters). More... | |
bool | BypassListenerEffects |
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 |
When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. More... | |
int | Priority |
Sets the priority of the AudioSource. More... | |
float | ReverbZoneMix |
The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. More... | |
float | DopplerLevel |
Sets the Doppler scale for this AudioSource. More... | |
Vector3 | Location |
the location at which to position the sound More... | |
int | Spread |
Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. More... | |
AudioRolloffMode | RolloffMode |
Sets/Gets how the AudioSource attenuates over distance. More... | |
float | MinDistance |
Within the Min distance the AudioSource will cease to grow louder in volume. More... | |
float | MaxDistance |
(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. More... | |
bool | DoNotAutoRecycleIfNotDonePlaying |
Whether or not the source should be auto recycled if not done playing. More... | |
bool | UseCustomRolloffCurve |
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 |
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 |
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 |
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... | |
Properties | |
static MMSoundManagerPlayOptions | Default [get] |
A default set of options, meant to suit most common cases. When using options, it's a good idea to start with that and override only what you need to. More... | |
A class used to store options for MMSoundManager play
Transform MoreMountains.Tools.MMSoundManagerPlayOptions.AttachToTransform |
a Transform this sound can 'attach' to and follow it along as it plays
AudioMixerGroup MoreMountains.Tools.MMSoundManagerPlayOptions.AudioGroup |
an audiogroup to use if you don't want to play on any of the preset tracks
bool MoreMountains.Tools.MMSoundManagerPlayOptions.AutoUnSoloOnEnd |
if in any of the solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing
bool MoreMountains.Tools.MMSoundManagerPlayOptions.BypassEffects |
Bypass effects (Applied from filter components or global listener filters).
bool MoreMountains.Tools.MMSoundManagerPlayOptions.BypassListenerEffects |
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.
bool MoreMountains.Tools.MMSoundManagerPlayOptions.BypassReverbZones |
When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.
AnimationCurve MoreMountains.Tools.MMSoundManagerPlayOptions.CustomRolloffCurve |
the curve to use for custom volume rolloff if UseCustomRolloffCurve is true
bool MoreMountains.Tools.MMSoundManagerPlayOptions.DoNotAutoRecycleIfNotDonePlaying |
Whether or not the source should be auto recycled if not done playing.
float MoreMountains.Tools.MMSoundManagerPlayOptions.DopplerLevel |
Sets the Doppler scale for this AudioSource.
bool MoreMountains.Tools.MMSoundManagerPlayOptions.Fade |
whether or not to fade the sound when playing it
float MoreMountains.Tools.MMSoundManagerPlayOptions.FadeDuration |
the duration of the fade, in seconds
float MoreMountains.Tools.MMSoundManagerPlayOptions.FadeInitialVolume |
the initial volume of the sound, before the fade
MMTweenType MoreMountains.Tools.MMSoundManagerPlayOptions.FadeTween |
the tween to use when fading the sound
int MoreMountains.Tools.MMSoundManagerPlayOptions.ID |
the ID of the sound, useful to find that sound again later
bool MoreMountains.Tools.MMSoundManagerPlayOptions.Initialized |
Vector3 MoreMountains.Tools.MMSoundManagerPlayOptions.Location |
the location at which to position the sound
bool MoreMountains.Tools.MMSoundManagerPlayOptions.Loop |
whether or not the sound should loop
float MoreMountains.Tools.MMSoundManagerPlayOptions.MaxDistance |
(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
float MoreMountains.Tools.MMSoundManagerPlayOptions.MinDistance |
Within the Min distance the AudioSource will cease to grow louder in volume.
MMSoundManager.MMSoundManagerTracks MoreMountains.Tools.MMSoundManagerPlayOptions.MmSoundManagerTrack |
the track on which to play the sound
float MoreMountains.Tools.MMSoundManagerPlayOptions.PanStereo |
Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
bool MoreMountains.Tools.MMSoundManagerPlayOptions.Persistent |
whether or not the sound should persist over scene transitions
float MoreMountains.Tools.MMSoundManagerPlayOptions.Pitch |
The pitch of the audio source.
float MoreMountains.Tools.MMSoundManagerPlayOptions.PlaybackDuration |
The time (in seconds after which to stop playing the sound.
float MoreMountains.Tools.MMSoundManagerPlayOptions.PlaybackTime |
The time (in seconds) at which to start playing the sound.
int MoreMountains.Tools.MMSoundManagerPlayOptions.Priority |
Sets the priority of the AudioSource.
AudioSource MoreMountains.Tools.MMSoundManagerPlayOptions.RecycleAudioSource |
an AudioSource to use if you don't want to pick one from the pool
float MoreMountains.Tools.MMSoundManagerPlayOptions.ReverbZoneMix |
The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
AnimationCurve MoreMountains.Tools.MMSoundManagerPlayOptions.ReverbZoneMixCurve |
the curve to use for custom reverb zone mix if UseReverbZoneMixCurve is true
AudioRolloffMode MoreMountains.Tools.MMSoundManagerPlayOptions.RolloffMode |
Sets/Gets how the AudioSource attenuates over distance.
bool MoreMountains.Tools.MMSoundManagerPlayOptions.SoloAllTracks |
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
bool MoreMountains.Tools.MMSoundManagerPlayOptions.SoloSingleTrack |
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
float MoreMountains.Tools.MMSoundManagerPlayOptions.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.
AnimationCurve MoreMountains.Tools.MMSoundManagerPlayOptions.SpatialBlendCurve |
the curve to use for custom spatial blend if UseSpatialBlendCurve is true
int MoreMountains.Tools.MMSoundManagerPlayOptions.Spread |
Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
AnimationCurve MoreMountains.Tools.MMSoundManagerPlayOptions.SpreadCurve |
the curve to use for custom spread if UseSpreadCurve is true
bool MoreMountains.Tools.MMSoundManagerPlayOptions.UseCustomRolloffCurve |
whether or not to use a custom curve for custom volume rolloff
bool MoreMountains.Tools.MMSoundManagerPlayOptions.UseReverbZoneMixCurve |
whether or not to use a custom curve for reverb zone mix
bool MoreMountains.Tools.MMSoundManagerPlayOptions.UseSpatialBlendCurve |
whether or not to use a custom curve for spatial blend
bool MoreMountains.Tools.MMSoundManagerPlayOptions.UseSpreadCurve |
whether or not to use a custom curve for spread
float MoreMountains.Tools.MMSoundManagerPlayOptions.Volume |
the volume at which to play the sound
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staticget |
A default set of options, meant to suit most common cases. When using options, it's a good idea to start with that and override only what you need to.
Example :
MMSoundManagerPlayOptions options = MMSoundManagerPlayOptions.Default; options.Loop = Loop; options.Location = Vector3.zero; options.MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Music;
MMSoundManagerSoundPlayEvent.Trigger(SoundClip, options);
Here we initialize a new local options set, override its loop, location and track settings, and call a play event using it