SFXSettings#

NAMESPACE:

UnityUtils.ScriptUtils.Audio

The multiple settings that SFX and MusicClip use.

SFXVolumeSettings#

UnityUtils.ScriptUtils.Audio.SFXVolumeSettings

Public Functions

SFXVolumeSettings SetVolume (float volume, AudioManager.VolumeType volumeType=AudioManager.VolumeType.SFX)

Sets the volume to volume and volumeType to volumeType for this SFX. Audio gets randomly played between the min and max volume.

Public Members

AudioManager.VolumeType volumeType

AudioManager.VolumeType to play this SFX as.

see AudioManager.CalculateVolumeBasedOnType(float, AudioManager.VolumeType) to get more info.

float volume = 1#

The volume this SFX will be played at.

Defaults to 1

SFXPitchSettings#

UnityUtils.ScriptUtils.Audio.SFXPitchSettings

Public Functions

SFXPitchSettings SetPitch(float pitchVariance = AudioManager.DEFAULT_PITCH_VARIANCE, float pitch = 1)#

Sets the pitch and pitchVariance for this SFX.

Public Members

float pitchVariance#

Using the pitch, adds an offset by -/+ pitchVariance.

Used to make clips not feel so repetative.

Defaults to AudioManager.DEFAULT_PITCH_VARIANCE.

float pitch#

The pitch the AudioClip gets played at.

Defaults to 1.0

SFX3dSettings#

UnityUtils.ScriptUtils.Audio.SFX3dSettings

Public Functions

SFX3dSettings SetSpacialAudio(Vector3 localPosition, float spacialBlend = 1)#

Sets the localPosition and spacialBlend for this SFX.

Parameters:
  • localPosition

  • spacialBlend

Public Members

Vector3 localPosition = Vector3.zero#

The Vector3 position to play this at. Used in turn with spacialBlend.

float spacialBlend#

Value between 0 and 1 (inclusive) that decides if an AudioClip is spacial audio. 0 is no spacial audio, 1 is spacial audio.

SFXDestructionSettings#

UnityUtils.ScriptUtils.Audio.SFXDestructionSettings

Public Functions

SFXDestructionSettings SetDestructionSettings(bool destroyOnClipEnd = true, bool useRealtimeToDestroy = true, bool scenePersistant = false)#

Set the settings on this SFXDestructionSettings.

Public Members

bool destroyOnClipEnd = true#

If true, will destroy the clip when its done playing. Otherwise it will not.

bool useRealtimeToDestroy = true#

If true, will wait for the clip length in realtime before getting destroyed.

bool scenePersistant = false#

IS NOT IMPLIMENTED YET. If true, will not get destroyed when the scene changes.