C# 클래스 AudioItem, swip3

파일 보기 프로젝트 열기: unit9/swip3 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Delay float
DestroyOnLoad bool
Loop LoopMode
MaxInstanceCount int
MinTimeBetweenPlayCalls float
Name string
SubItemPickMode AudioPickSubItemMode
Volume float
audioSource_MaxDistance float
audioSource_MinDistance float
loopSequenceCount int
loopSequenceOverlap float
loopSequenceRandomDelay float
overrideAudioSourceSettings bool
subItems AudioSubItem[],

공개 메소드들

메소드 설명
Awake ( ) : void

비공개 메소드들

메소드 설명
_Initialize ( AudioCategory, categ ) : void

Initializes the audio item for a certain category. (Internal use only, not required to call).

_IsValidSubItem ( AudioSubItem, item ) : bool
_NormalizeSubItems ( ) : void

메소드 상세

Awake() 공개 메소드

public Awake ( ) : void
리턴 void

프로퍼티 상세

Delay 공개적으로 프로퍼티

Defers the playback of the audio item for Delay seconds.
public float Delay
리턴 float

DestroyOnLoad 공개적으로 프로퍼티

If disabled, the audio will keep on playing if a new scene is loaded.
public bool DestroyOnLoad
리턴 bool

Loop 공개적으로 프로퍼티

If enabled the audio item will get looped when played.
public LoopMode Loop
리턴 LoopMode

MaxInstanceCount 공개적으로 프로퍼티

Assures that the same audio item will not be played more than MaxInstanceCount times simultaneously.
Set to 0 to disable.
public int MaxInstanceCount
리턴 int

MinTimeBetweenPlayCalls 공개적으로 프로퍼티

Assures that the same audio item will not be played multiple times within this time frame. This is useful if several events triggered at almost the same time want to play the same audio item which can cause unwanted noise artifacts.
public float MinTimeBetweenPlayCalls
리턴 float

Name 공개적으로 프로퍼티

The unique name of the audio item ( = audioID )
public string Name
리턴 string

SubItemPickMode 공개적으로 프로퍼티

Determines which AudioSubItem is chosen when playing an AudioItem
public AudioPickSubItemMode SubItemPickMode
리턴 AudioPickSubItemMode

Volume 공개적으로 프로퍼티

The volume applied to all audio sub-items of this audio item.
public float Volume
리턴 float

audioSource_MaxDistance 공개적으로 프로퍼티

Overrides the AudioSource MaxDistance value if overrideAudioSourceSettings is enabled.
public float audioSource_MaxDistance
리턴 float

audioSource_MinDistance 공개적으로 프로퍼티

Overrides the AudioSource MinDistance value if overrideAudioSourceSettings is enabled.
public float audioSource_MinDistance
리턴 float

loopSequenceCount 공개적으로 프로퍼티

The number of sub-items to be played in the loop modes LoopMode.LoopSequence.
Specify 0 to loop infinitely (This is also the default value). In LoopMode.PlaySequenceAndLoopLast mode as many sub-item will be picked as there are sub-items specified for this audio item.
public int loopSequenceCount
리턴 int

loopSequenceOverlap 공개적으로 프로퍼티

Specifies a time overlap for the LoopMode.LoopSequence
Positive values mean an overlap, negative values mean a gap between two consequent sub-items in the loop sequence.
public float loopSequenceOverlap
리턴 float

loopSequenceRandomDelay 공개적으로 프로퍼티

Specifies a random delay for the LoopMode.LoopSequence
A random delay between 0 and this value will be added between two subsequent subitmes in the LoopMode.LoopSequence. Can be combined with loopSequenceOverlap.
public float loopSequenceRandomDelay
리턴 float

overrideAudioSourceSettings 공개적으로 프로퍼티

If enabled you can specify specific AudioSource settings
public bool overrideAudioSourceSettings
리턴 bool

subItems 공개적으로 프로퍼티

Define your audio sub-items using the Unity inspector.
public AudioSubItem[], subItems
리턴 AudioSubItem[],