Master Audio Multiplayer  1.3.8
The ONLY audio framework with extensive turnkey multiplayer features!
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CDarkTonic.MasterAudio.AudioTransformExtensionsThis class contains extension methods so you can call some Master Audio methods with less parameters directly from the Transform object.
 CDarkTonic.MasterAudio.AudioUtilThis class contains frequently used methods for audio in general.
 CDarkTonic.MasterAudio.GroupBusThis class is used to control 1 or more Sound Groups at once, for muting, volume, and other purposes. Sound Groups using the Bug are routed through it, and Bus output can be assigned to a Unity Mixer Group.
 CDarkTonic.MasterAudio.ICustomEventReceiverThis interface is used by EventSounds and can be implemented on your custom classes to listen for Custom Events that are fired.
 CMonoBehaviour
 CDarkTonic.MasterAudio.DynamicSoundGroupCreatorThis class is used to configure and create temporary per-Scene Sound Groups and Buses
 CDarkTonic.MasterAudio.MasterAudioThis class contains the heart of the Master Audio API. There are also convenience methods here for Playlist Controllers, even though you can call those methods on the Playlist Controller itself as well.
 CDarkTonic.MasterAudio.MasterAudioGroupThis class contains settings for the basic sound effects unit in Master Audio, known on the Sound Group.
 CDarkTonic.MasterAudio.Multiplayer.MasterAudioMultiplayerAdapterThis class should be used instead of MasterAudio for all multiplayer operations. EventSounds, and the 2 "MechanimState" scripts both call this class when you have Multiplayer Broadcast checked for an audio event. All methods below are named identically to the same methods in the MasterAudio class, so feel free to reference that class instead. This class will call MasterAudio directly if in single-player mode, otherwise it will make an RPC which calls MasterAudio on all connected clients. The required 'Actor' Transfrom parameter is always the Transform that is 'making' the sound or audio request.
 CDarkTonic.MasterAudio.PlaylistControllerThis class is used to host and play Playlists. Contains cross-fading, ducking and more!
 CDarkTonic.MasterAudio.SoundGroupVariationThis class contains the actual Audio Source, Unity Filter FX components and other convenience methods having to do with playing sound effects.
 CDarkTonic.MasterAudio.MusicSettingThis class is used to populate a song for a PlaylistController through code if necessary.
 CDarkTonic.MasterAudio.PersistentAudioSettingsThis class allows you to set defaults that each Master Audio prefab will use during its Start event when the Scene loads up, only if you set the values via code. Useful for setting global SFX and music levels, as well as other more granular settings.
 CDarkTonic.MasterAudio.PlaySoundResultThis class is returned from MasterAudio.PlaySound methods unless you choose one of the 'AndForget' methods. It tells you whether the sound was played, scheduled or neither. It also contains a reference to the Variation used to play the sound.
 CPropertyAttribute
 CDarkTonic.MasterAudio.MasterCustomEventAttributeThis attribute can be used in public string fields in your custom scripts. It will show a dropdown of all Sound Groups in the Scene.
 CDarkTonic.MasterAudio.PlaylistAttributeThis attribute can be used in public string fields in your custom scripts. It will show a dropdown of all Sound Groups in the Scene.
 CDarkTonic.MasterAudio.SoundGroupAttributeThis attribute can be used in public string fields in your custom scripts. It will show a dropdown of all Sound Groups in the Scene.
 CDarkTonic.MasterAudio.UtilStringsThis class contains various string utility methods.