AudioController Fields |
The AudioController type exposes the following members.
Name | Description | |
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![]() | _currentInspectorSelection | |
![]() | ambienceSoundCrossFadeTime |
If set to a value > 0 (in seconds) music will automatically be cross-faded with this fading time.
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![]() ![]() | AUDIO_TOOLKIT_VERSION |
A string containing the version number of the Audio Toolkit
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![]() | AudioCategories |
Specify your audio categories here using the Unity inspector.
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![]() | AudioObjectPrefab |
You must specify your AudioObject prefab here using the Unity inspector.
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![]() | crossfadePlaylist |
if enabled, the tracks on the playlist will get cross-faded as specified by musicCrossFadeTime |
![]() | delayBetweenPlaylistTracks |
Mute time in between two tracks on the playlist.
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![]() | EqualPowerCrossfade |
If enabled fading is adjusted in a way so that cross-fades should result in the same power during the time of fadeing
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![]() | loopPlaylist |
specifies if the music playlist will get looped
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![]() | musicCrossFadeTime |
If set to a value > 0 (in seconds) music will automatically be cross-faded with this fading time.
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![]() | musicPlaylist | Obsolete.
For backwards compatibility we still keep the old playlist system, its items will be copied over to the Default Playlist and then cleared
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![]() | musicPlaylists |
allows to specify a list of named playlist that can be played as music
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![]() | Persistent |
If enabled, the audio controller will survive scene changes
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![]() | PlayWithZeroVolume |
If disabled, audios are not played if they have a resulting volume of zero.
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![]() | shufflePlaylist |
enables / disables shuffling for the music playlist
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![]() | specifyCrossFadeInAndOutSeperately |
If enabled specific music and ambience sound cross-fading in and out times can be specified with musicCrossFadeTime_In
and musicCrossFadeTime_Out respectively ambienceSoundCrossFadeTime_In
and ambienceSoundCrossFadeTime_Out |
![]() | UnloadAudioClipsOnDestroy |
If enabled all audio resources (AudioClips) specified in this AudioController are unloaded
from memory when the AudioController gets destroyed (e.g. when loading a new scene and Persistent
is not enabled)
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![]() | UsePooledAudioObjects |
Enables / Disables AudioObject pooling
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