This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work.
More...
|
AudioClip | Sfx |
| the sound clip to play More...
|
|
AudioClip[] | RandomSfx |
| an array to pick a random sfx from More...
|
|
bool | TestButton |
|
bool | TestStopButton |
|
float | MinVolume = 1f |
| the minimum volume to play the sound at More...
|
|
float | MaxVolume = 1f |
| the maximum volume to play the sound at More...
|
|
float | MinPitch = 1f |
| the minimum pitch to play the sound at More...
|
|
float | MaxPitch = 1f |
| the maximum pitch to play the sound at More...
|
|
MMSoundManager.MMSoundManagerTracks | MmSoundManagerTrack = MMSoundManager.MMSoundManagerTracks.Sfx |
| the track on which to play the sound. Pick the one that matches the nature of your sound More...
|
|
int | ID = 0 |
| the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards. More...
|
|
AudioMixerGroup | AudioGroup = null |
| the AudioGroup on which to play the sound. If you're already targeting a preset track, you can leave it blank, otherwise the group you specify here will override it. More...
|
|
AudioSource | RecycleAudioSource = null |
| if (for some reason) you've already got an audiosource and wouldn't like to use the built-in pool system, you can specify it here More...
|
|
bool | Loop = false |
| whether or not this sound should loop More...
|
|
bool | Persistent = false |
| whether or not this sound should continue playing when transitioning to another scene More...
|
|
bool | DoNotPlayIfClipAlreadyPlaying = false |
| whether or not this sound should play if the same sound clip is already playing More...
|
|
bool | StopSoundOnFeedbackStop = false |
| if this is true, this sound will stop playing when stopping the feedback More...
|
|
bool | DoNotAutoRecycleIfNotDonePlaying = false |
| if this is true, this sound won't be recycled if it's not done playing More...
|
|
bool | Fade = false |
| whether or not to fade this sound in when playing it More...
|
|
float | FadeInitialVolume = 0f |
| if fading, the volume at which to start the fade More...
|
|
float | FadeDuration = 1f |
| if fading, the duration of the fade, in seconds More...
|
|
MMTweenType | FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic) |
| if fading, the tween over which to fade the sound More...
|
|
bool | SoloSingleTrack = false |
| whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing More...
|
|
bool | SoloAllTracks = false |
| whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing More...
|
|
bool | AutoUnSoloOnEnd = false |
| if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing More...
|
|
float | PanStereo |
| Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. More...
|
|
float | SpatialBlend |
| Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. More...
|
|
bool | BypassEffects = false |
| Bypass effects (Applied from filter components or global listener filters). More...
|
|
bool | BypassListenerEffects = false |
| When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group. More...
|
|
bool | BypassReverbZones = false |
| When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. More...
|
|
int | Priority = 128 |
| Sets the priority of the AudioSource. More...
|
|
float | ReverbZoneMix = 1f |
| The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. More...
|
|
float | DopplerLevel = 1f |
| Sets the Doppler scale for this AudioSource. More...
|
|
int | Spread = 0 |
| Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. More...
|
|
AudioRolloffMode | RolloffMode = AudioRolloffMode.Logarithmic |
| Sets/Gets how the AudioSource attenuates over distance. More...
|
|
float | MinDistance = 1f |
| Within the Min distance the AudioSource will cease to grow louder in volume. More...
|
|
float | MaxDistance = 500f |
| (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. More...
|
|
bool | Active = true |
| whether or not this feedback is active More...
|
|
string | Label = "MMFeedback" |
| the name of this feedback to display in the inspector More...
|
|
float | Chance = 100f |
| the chance of this feedback happening (in percent : 100 : happens all the time, 0 : never happens, 50 : happens once every two calls, etc) More...
|
|
MMFeedbackTiming | Timing |
| a number of timing-related values (delay, repeat, etc) More...
|
|
bool | DebugActive = false |
| whether or not this feedback is in debug mode More...
|
|
|
override void | CustomPlayFeedback (Vector3 position, float feedbacksIntensity=1.0f) |
| Plays either a random sound or the specified sfx More...
|
|
override void | CustomStopFeedback (Vector3 position, float feedbacksIntensity=1) |
| On Stop, we stop our sound if needed More...
|
|
virtual void | PlaySound (AudioClip sfx, Vector3 position, float intensity) |
| Triggers a play sound event More...
|
|
virtual float | GetDuration () |
| Returns the duration of the sound, or of the longest of the random sounds More...
|
|
virtual async void | TestPlaySound () |
| A test method that creates an audiosource, plays it, and destroys itself after play More...
|
|
virtual void | TestStopSound () |
| A test method that stops the test sound More...
|
|
virtual void | PlayAudioSource (AudioSource audioSource, AudioClip sfx, float volume, float pitch, int timeSamples) |
| Plays the audio source with the specified volume and pitch More...
|
|
virtual void | OnEnable () |
|
virtual IEnumerator | PlayCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| An internal coroutine delaying the initial play of the feedback More...
|
|
virtual void | RegularPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Triggers delaying coroutines if needed More...
|
|
virtual IEnumerator | InfinitePlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play without end More...
|
|
virtual IEnumerator | RepeatedPlay (Vector3 position, float feedbacksIntensity=1.0f) |
| Internal coroutine used for repeated play More...
|
|
virtual IEnumerator | SequenceCoroutine (Vector3 position, float feedbacksIntensity=1.0f) |
| A coroutine used to play this feedback on a sequence More...
|
|
virtual float | ApplyDirection (float normalizedTime) |
| Returns a new value of the normalized time based on the current play direction of this feedback More...
|
|
virtual float | ApplyTimeMultiplier (float duration) |
| Applies the host MMFeedbacks' time multiplier to this feedback More...
|
|
virtual void | CustomInitialization (GameObject owner) |
| This method describes all custom initialization processes the feedback requires, in addition to the main Initialization method More...
|
|
virtual void | CustomReset () |
| This method describes what happens when the feedback gets reset More...
|
|
|
override float | FeedbackDuration [get] |
| sets the inspector color for this feedback More...
|
|
GameObject | Owner [get, set] |
| the Owner of the feedback, as defined when calling the Initialization method More...
|
|
virtual IEnumerator | Pause [get] |
| set this to true if your feedback should pause the execution of the feedback sequence More...
|
|
virtual bool | HoldingPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run More...
|
|
virtual bool | LooperPause [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
|
virtual bool | ScriptDrivenPause [get, set] |
| if this is true, this feedback will pause and wait until Resume() is called on its parent MMFeedbacks to resume execution More...
|
|
virtual float | ScriptDrivenPauseAutoResume [get, set] |
| if this is a positive value, the feedback will auto resume after that duration if it hasn't been resumed via script already More...
|
|
virtual bool | LooperStart [get] |
| if this is true, this feedback will wait until all previous feedbacks have run, then run all previous feedbacks again More...
|
|
virtual bool | InCooldown [get] |
| returns true if this feedback is in cooldown at this time (and thus can't play), false otherwise More...
|
|
virtual bool | IsPlaying [get, set] |
| if this is true, this feedback is currently playing More...
|
|
float | FeedbackTime [get] |
| the time (or unscaled time) based on the selected Timing settings More...
|
|
float | FeedbackDeltaTime [get] |
| the delta time (or unscaled delta time) based on the selected Timing settings More...
|
|
float | TotalDuration [get] |
| The total duration of this feedback : total = initial delay + duration * (number of repeats + delay between repeats)
More...
|
|
virtual float | FeedbackStartedAt [get] |
|
virtual float | FeedbackDuration [get, set] |
|
virtual bool | FeedbackPlaying [get] |
| whether or not this feedback is playing right now More...
|
|
virtual bool | NormalPlayDirection [get] |
| Returns true if this feedback should play normally, or false if it should play in rewind More...
|
|
virtual bool | ShouldPlayInThisSequenceDirection [get] |
| Returns true if this feedback should play in the current parent MMFeedbacks direction, according to its MMFeedbacksDirectionCondition setting More...
|
|
virtual float? | FinalNormalizedTime [get] |
| Returns the t value at which to evaluate a curve at the end of this feedback's play time More...
|
|
|
virtual MMChannelData | ChannelData (int channel) |
|
virtual void | Initialization (GameObject owner) |
| Initializes the feedback and its timing related variables More...
|
|
virtual void | Play (Vector3 position, float feedbacksIntensity=1.0f) |
| Plays the feedback More...
|
|
virtual void | Stop (Vector3 position, float feedbacksIntensity=1.0f) |
| Stops all feedbacks from playing. Will stop repeating feedbacks, and call custom stop implementations More...
|
|
virtual void | ResetFeedback () |
| Calls this feedback's custom reset More...
|
|
virtual void | SetSequence (MMSequence newSequence) |
| Use this method to change this feedback's sequence at runtime More...
|
|
virtual void | SetDelayBetweenRepeats (float delay) |
| Use this method to specify a new delay between repeats at runtime More...
|
|
virtual void | SetInitialDelay (float delay) |
| Use this method to specify a new initial delay at runtime More...
|
|
This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work.