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void | Awake () |
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void | PlayMusic (string eventName) |
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void | QueueMusic (string eventName) |
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void | StopAllMusic () |
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void | StopCurrentMusic () |
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void | Update () |
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AudioEmitter | Play (string audioEventName, GameObject source=null, bool track=true) |
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AudioEmitter | Play (string audioEventName, Vector3 position) |
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void | Stop (AudioEmitter emitter) |
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AudioEvent | GetSoundForEvent (string audioEventName) |
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void | LoadEventBank (string bankName) |
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void | LoadEventBank (AudioEventBank bank) |
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void | UnloadEventBank (string bankName) |
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void | UnloadEventBank (AudioEventBank bank) |
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void | StopAllSounds () |
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void | SetAllVolume (float volume) |
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void | Stun (float secs) |
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static string | MakeEvent (string s1, params object[] vars) |
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static AudioEvent | GetRandomEvent (List< AudioEvent > events) |
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float | MaxDistanceScale = 1.0f |
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float | TooFarDistance = 50.0f |
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AudioRolloffMode | RolloffMode |
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AnimationCurve | CustomRolloffCurve |
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GameObject | audioEmitterPrefab |
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bool | LogMissingEvents = false |
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bool | LogAllEvents = false |
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bool | LogLookups = false |
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bool | LogBankLoads = true |
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bool | LogBankRefCounts = false |
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AudioMixer | MasterMixer |
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AudioMixerGroup | DefaultAudioMixerGroup = null |
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float | defaultSfxVolume |
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float | defaultAnnouncerVolume |
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float | defaultRadioVolume |
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UnityEvent | OnNextMusicTrack = new UnityEvent() |
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AudioEmitter | MusicEmitter |
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◆ GetSoundForEvent()
AudioEvent UberAudio.AudioManager.GetSoundForEvent |
( |
string |
audioEventName | ) |
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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:
- C:/Transhuman/S2/Assets/Plugins/UberAudio/AudioManager.cs