AudioObject Class |
Namespace: (Default Namespace)
public class AudioObject : RegisteredComponent
The AudioObject type exposes the following members.
| Name | Description | |
|---|---|---|
| AudioObject | Initializes a new instance of the AudioObject class |
| Name | Description | |
|---|---|---|
| audioID |
Gets the audio ID.
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| audioItem |
Gets the corresponding AudioSubItem
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| audioObjectTime |
Returns the high precision local time of this audio object
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| audioTime |
Sets or gets the current audio time relative to ClipStartTime | |
| category |
Gets the category.
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| clipLength |
Gets the length of the clip.
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| completelyPlayedDelegate |
Gets or sets the delegate to be called once an audio clip was completely played.
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| isFadeOutComplete |
return true if the audio has completely faded out
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| isFadingIn |
return true if the audio is currently fading in
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| isFadingOut |
return true if the audio is currently fading out
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| isFadingOutOrScheduled |
return true if the audio is currently fading out or is scheduled to fade out
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| isPlayedAsMusicOrAmbienceSound |
Returns true if the audio object is treated as music
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| pan |
Sets or gets the audio pan.
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| pitch |
Sets or gets the audio pitch.
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| playCalledAtTime |
Gets the systemTime at which the audio Play() function was called.
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| primaryAudioSource |
returns the primary AudioSource
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| scheduledPlayingAtDspTime |
Gets or sets the DSP time at which the audio is scheduled to play.
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| secondaryAudioSource |
returns the secondary AudioSource
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| startedPlayingAtTime |
Gets the systemTime at which the audio started playing.
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| stopAfterFadeOut |
If enabled, the audio will stop playing if a fadeout is finished.
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| subItem |
Gets the corresponding AudioSubItem
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| timeUntilEnd |
Gets the time until the clip will stop.
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| volume |
Gets or sets the volume.
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| volumeItem |
Gets or sets the volume of the audio item.
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| volumeTotal |
Gets the total volume.
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| volumeTotalWithoutFade |
Gets the total volume.
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| Name | Description | |
|---|---|---|
| DestroyAudioObject |
Destroys the audio object (using ObjectPoolController if pooling is enabled)
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| DoesBelongToCategory |
Checks if this AudioObject belongs to a specific category
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| FadeIn |
Fades-in a playing audio.
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| FadeOut(Single) |
Starts a fade-out. If the AudioItem mode is is a sequence, the next sub-item will continue to play
after the this sub-item is completely faded out.
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| FadeOut(Single, Single) |
Starts a fade-out at a specified time. If the AudioItem mode is is a sequence, the next sub-item will continue to play
after the this sub-item is completely faded out.
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| FinishSequence |
Finishes a playing sequence, depending on the AudioItem's loop mode :
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| InverseTransformPitch |
Inverse pitch transformation: TransformPitch(Single) | |
| InverseTransformVolume |
Inverse volume transformation TransformVolume(Single) | |
| IsPaused |
Determines whether the audio clip is paused.
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| IsPlaying |
Determines if either the primary or the secondary audio clip is playing.
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| IsPrimaryPlaying |
Determines if the primary audio clip is playing.
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| IsSecondaryPlaying |
Determines if the secondary audio clip is playing.
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| Pause |
Pauses the audio clip.
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| Pause(Single) |
Pauses the audio clip with a fade-out.
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| Play |
Plays the audio clip with the specified delay.
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| PlayAfter |
Plays the specified audio after the current has finished playing
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| PlayNow |
Plays the specified audio.
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| PlayScheduled |
Plays the audio clip at the specified high precision DSP time (see the Unity AudioSettings.dspTime documentation)
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| Stop |
Stops playing this instance.
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| Stop(Single) |
Stops a playing audio with fade-out.
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| Stop(Single, Single) |
Stops a playing audio with fade-out at a specified time.
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| SwitchAudioSources |
Switches the primary and secondary audio source
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| TransformPitch |
Transforms the pitch from semitones to a multiplicative factor
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| TransformVolume |
Transforms the volume to make it perceptually more intuitive to scale and cross-fade.
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| Unpause |
Unpauses the audio clip.
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| Unpause(Single) |
Unpauses the audio clip with a fade-in.
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var soundFX = new PoolableReference<AudioObject>( AudioController.Play( "someSFX" ) ); // some other part of the code executed later when the sound may have stopped playing // and was moved back to the pool AudioObject audioObject = soundFX.Get(); if( audioObject != null ) { // it is safe to access audioObject here audioObject.Stop(); }