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Public Member Functions | Static Public Member Functions | Public Attributes | Properties | List of all members
UberAudio.AudioManager Class Reference
Inheritance diagram for UberAudio.AudioManager:

Public Member Functions

void Awake ()
 
void PlayMusic (string eventName)
 
void QueueMusic (string eventName)
 
void StopAllMusic ()
 
void StopCurrentMusic ()
 
void Update ()
 
AudioEmitter Play (string audioEventName, GameObject source=null, bool track=true)
 
AudioEmitter Play (string audioEventName, Vector3 position)
 
void Stop (AudioEmitter emitter)
 
AudioEvent GetSoundForEvent (string audioEventName)
 
void LoadEventBank (string bankName)
 
void LoadEventBank (AudioEventBank bank)
 
void UnloadEventBank (string bankName)
 
void UnloadEventBank (AudioEventBank bank)
 
void StopAllSounds ()
 
void SetAllVolume (float volume)
 
void Stun (float secs)
 

Static Public Member Functions

static string MakeEvent (string s1, params object[] vars)
 
static AudioEvent GetRandomEvent (List< AudioEvent > events)
 

Public Attributes

float MaxDistanceScale = 1.0f
 
float TooFarDistance = 50.0f
 
AudioRolloffMode RolloffMode
 
AnimationCurve CustomRolloffCurve
 
GameObject audioEmitterPrefab
 
bool LogMissingEvents = false
 
bool LogAllEvents = false
 
bool LogLookups = false
 
bool LogBankLoads = true
 
bool LogBankRefCounts = false
 
AudioMixer MasterMixer
 
AudioMixerGroup DefaultAudioMixerGroup = null
 
float defaultSfxVolume
 
float defaultAnnouncerVolume
 
float defaultRadioVolume
 
UnityEvent OnNextMusicTrack = new UnityEvent()
 
AudioEmitter MusicEmitter
 

Properties

static AudioManager Instance [get]
 

Member Function Documentation

◆ GetSoundForEvent()

AudioEvent UberAudio.AudioManager.GetSoundForEvent ( string  audioEventName)
inline

Recursively look up an event in the loaded banks, chopping bits off the audio event name until a match is found. If there are multiple AudioEvents with the same trigger, does weighted randomisation.


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