Master Audio Multiplayer  1.3.8
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DarkTonic.MasterAudio.SoundGroupVariation Class Reference

This class contains the actual Audio Source, Unity Filter FX components and other convenience methods having to do with playing sound effects. More...

Inheritance diagram for DarkTonic.MasterAudio.SoundGroupVariation:

Public Member Functions

delegate void SoundFinishedEventHandler ()
 This event will notify you when a Variation ends More...
 
delegate void SoundLoopedEventHandler (int loopNumberStarted)
 Used for the SoundLooped event you can subscribe to More...
 
void JumpToTime (float timeToJumpTo)
 This method allows you to jump to a specific time in an already playing or just triggered Audio Clip. More...
 
void GlideByPitch (float pitchAddition, float glideTime, System.Action completionCallback=null)
 This method allows you to slowly change to a new pitch. More...
 
void AdjustVolume (float volumePercentage)
 This method allows you to adjust the volume of an already playing clip, accounting for bus volume, mixer volume and group volume. More...
 
void Pause ()
 This method allows you to pause the audio being played by this Variation. This is automatically called by MasterAudio.PauseSoundGroup and MasterAudio.PauseBus. More...
 
void Unpause ()
 This method allows you to unpause the audio being played by this Variation. More...
 
void Stop (bool stopEndDetection=false, bool skipLinked=false)
 This method allows you to stop the audio being played by this Variation. This will stop the sound immediately without respecting any fades. For fading out before stopping the sound: use FadeOutNow method instead and check "Sound Groups" under Fading Settings in the Advanced Settings section of Master Audio. More...
 
void FadeToVolume (float newVolume, float fadeTime, System.Action completionCallback=null)
 This method allows you to fade the sound from this Variation to a specified volume over X seconds. More...
 
void FadeOutNowAndStop (System.Action completionCallback=null)
 This method will fully fade out the sound from this Variation to zero using its existing fadeOutTime, then stop the Audio Source. More...
 
void FadeOutNowAndStop (float fadeTime, System.Action completionCallback=null)
 This method will fully fade out the sound from this Variation to zero using over X seconds. More...
 

Properties

AudioDistortionFilter DistortionFilter [get]
 This property returns you a lazy-loaded reference to the Unity Distortion Filter FX component. More...
 
AudioReverbFilter ReverbFilter [get]
 This property returns you a lazy-loaded reference to the Unity Reverb Filter FX component. More...
 
AudioChorusFilter ChorusFilter [get]
 This property returns you a lazy-loaded reference to the Unity Chorus Filter FX component. More...
 
AudioEchoFilter EchoFilter [get]
 This property returns you a lazy-loaded reference to the Unity Echo Filter FX component. More...
 
AudioLowPassFilter LowPassFilter [get, set]
 This property returns you a reference to the Unity Low Pass Filter FX component. More...
 
AudioHighPassFilter HighPassFilter [get]
 This property returns you a lazy-loaded reference to the Unity High Pass Filter FX component. More...
 
bool HasActiveFXFilter [get]
 This property will return whether there are any Unity FX Filters enabled on this Variation. More...
 
float OriginalPitch [get]
 This property will return the original pitch of the Variation. More...
 
float OriginalVolume [get]
 This property will return the original volume of the Variation. More...
 
string SoundGroupName [get]
 This returns the name of the Sound Group the Variation belongs to. More...
 
float LastTimePlayed [get, set]
 This property will return the time of the last play of this Variation. More...
 
bool ClipIsLoaded [get]
 This property lets you know whether the clip is ready to play or not. More...
 
bool IsPlaying [get]
 This returns whether the clip is playing or not. More...
 

Events

SoundFinishedEventHandler SoundFinished
 Subscribe to this event to be notified when the sound stops playing. More...
 
SoundLoopedEventHandler SoundLooped
 This event will notify you when a Variation loops (ends a loop and starts the same clip again via looping). More...
 

Detailed Description

This class contains the actual Audio Source, Unity Filter FX components and other convenience methods having to do with playing sound effects.

Member Function Documentation

void DarkTonic.MasterAudio.SoundGroupVariation.AdjustVolume ( float  volumePercentage)

This method allows you to adjust the volume of an already playing clip, accounting for bus volume, mixer volume and group volume.

Parameters
volumePercentage
void DarkTonic.MasterAudio.SoundGroupVariation.FadeOutNowAndStop ( System.Action  completionCallback = null)

This method will fully fade out the sound from this Variation to zero using its existing fadeOutTime, then stop the Audio Source.

Parameters
completionCallback(Optional) - a method to execute when the fade is complete.
void DarkTonic.MasterAudio.SoundGroupVariation.FadeOutNowAndStop ( float  fadeTime,
System.Action  completionCallback = null 
)

This method will fully fade out the sound from this Variation to zero using over X seconds.

Parameters
fadeTimeThe time it will take to fully fade to the target volume.
completionCallback(Optional) - a method to execute when the fade is complete.
void DarkTonic.MasterAudio.SoundGroupVariation.FadeToVolume ( float  newVolume,
float  fadeTime,
System.Action  completionCallback = null 
)

This method allows you to fade the sound from this Variation to a specified volume over X seconds.

Parameters
newVolumeThe target volume to fade to.
fadeTimeThe time it will take to fully fade to the target volume.
completionCallback(Optional) - a method to execute when the fade is complete.
void DarkTonic.MasterAudio.SoundGroupVariation.GlideByPitch ( float  pitchAddition,
float  glideTime,
System.Action  completionCallback = null 
)

This method allows you to slowly change to a new pitch.

Parameters
pitchAdditionThe pitch to add to the current pitch.
glideTimeThe time it will take to change to that pitch.
completionCallback(Optional) - a method to execute when the pitch glide has completed.
void DarkTonic.MasterAudio.SoundGroupVariation.JumpToTime ( float  timeToJumpTo)

This method allows you to jump to a specific time in an already playing or just triggered Audio Clip.

Parameters
timeToJumpToThe time in seconds to jump to.
void DarkTonic.MasterAudio.SoundGroupVariation.Pause ( )

This method allows you to pause the audio being played by this Variation. This is automatically called by MasterAudio.PauseSoundGroup and MasterAudio.PauseBus.

delegate void DarkTonic.MasterAudio.SoundGroupVariation.SoundFinishedEventHandler ( )

This event will notify you when a Variation ends

delegate void DarkTonic.MasterAudio.SoundGroupVariation.SoundLoopedEventHandler ( int  loopNumberStarted)

Used for the SoundLooped event you can subscribe to

void DarkTonic.MasterAudio.SoundGroupVariation.Stop ( bool  stopEndDetection = false,
bool  skipLinked = false 
)

This method allows you to stop the audio being played by this Variation. This will stop the sound immediately without respecting any fades. For fading out before stopping the sound: use FadeOutNow method instead and check "Sound Groups" under Fading Settings in the Advanced Settings section of Master Audio.

Parameters
stopEndDetectionDo not ever pass this in.
skipLinkedDo not ever pass this in.
void DarkTonic.MasterAudio.SoundGroupVariation.Unpause ( )

This method allows you to unpause the audio being played by this Variation.

Property Documentation

AudioChorusFilter DarkTonic.MasterAudio.SoundGroupVariation.ChorusFilter
get

This property returns you a lazy-loaded reference to the Unity Chorus Filter FX component.

bool DarkTonic.MasterAudio.SoundGroupVariation.ClipIsLoaded
get

This property lets you know whether the clip is ready to play or not.

AudioDistortionFilter DarkTonic.MasterAudio.SoundGroupVariation.DistortionFilter
get

This property returns you a lazy-loaded reference to the Unity Distortion Filter FX component.

AudioEchoFilter DarkTonic.MasterAudio.SoundGroupVariation.EchoFilter
get

This property returns you a lazy-loaded reference to the Unity Echo Filter FX component.

bool DarkTonic.MasterAudio.SoundGroupVariation.HasActiveFXFilter
get

This property will return whether there are any Unity FX Filters enabled on this Variation.

AudioHighPassFilter DarkTonic.MasterAudio.SoundGroupVariation.HighPassFilter
get

This property returns you a lazy-loaded reference to the Unity High Pass Filter FX component.

bool DarkTonic.MasterAudio.SoundGroupVariation.IsPlaying
get

This returns whether the clip is playing or not.

float DarkTonic.MasterAudio.SoundGroupVariation.LastTimePlayed
getset

This property will return the time of the last play of this Variation.

AudioLowPassFilter DarkTonic.MasterAudio.SoundGroupVariation.LowPassFilter
getset

This property returns you a reference to the Unity Low Pass Filter FX component.

float DarkTonic.MasterAudio.SoundGroupVariation.OriginalPitch
get

This property will return the original pitch of the Variation.

float DarkTonic.MasterAudio.SoundGroupVariation.OriginalVolume
get

This property will return the original volume of the Variation.

AudioReverbFilter DarkTonic.MasterAudio.SoundGroupVariation.ReverbFilter
get

This property returns you a lazy-loaded reference to the Unity Reverb Filter FX component.

string DarkTonic.MasterAudio.SoundGroupVariation.SoundGroupName
get

This returns the name of the Sound Group the Variation belongs to.

Event Documentation

SoundFinishedEventHandler DarkTonic.MasterAudio.SoundGroupVariation.SoundFinished

Subscribe to this event to be notified when the sound stops playing.

SoundLoopedEventHandler DarkTonic.MasterAudio.SoundGroupVariation.SoundLooped

This event will notify you when a Variation loops (ends a loop and starts the same clip again via looping).


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