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Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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This is the complete list of members for AC.Ambience, including all inherited members.
| _audioSource (defined in AC.Sound) | AC.Sound | protected |
| _Update() | AC.Soundtrack | virtual |
| AfterDelay() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| audioSource | AC.Sound | |
| Awake() (defined in AC.Ambience) | AC.Ambience | protected |
| ChangeRelativeVolume(float newRelativeVolume, float changeTime=0f) | AC.Sound | |
| ClearData() | AC.Soundtrack | |
| ClearSoundtrackQueue() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| ClearSoundtrackSample(int trackID) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| CreateLastSoundtrackString() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| CreateNewCrossfade(float fadeTime) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| CreateOldTimesampleString() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| CreateTimesampleString() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| Crossfade(int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f) | AC.Soundtrack | |
| crossfades (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| CrossfadeWhenLoading (defined in AC.Ambience) | AC.Ambience | protected |
| delayAudioID (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| delayFadeTime (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| delayLoop (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| delayNewTrackTimeSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| delayResumeIfPlayedBefore (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| delayTime (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| EndOld(SoundType _soundType, Sound ignoreSound) | AC.Sound | |
| EndOthers() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| EndsOthers() (defined in AC.Soundtrack) | AC.Soundtrack | protectedvirtual |
| FadeIn(float _fadeTime, bool loop, int _timeSamples=0) | AC.Sound | |
| FadeOut(float _fadeTime) | AC.Sound | |
| FadeOutThenIn(MusicStorage musicStorage, float fadeTime, bool loop, bool resumeIfPlayedBefore, int newTrackTimeSamples) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| fadeTime (defined in AC.Sound) | AC.Sound | protected |
| fadeType (defined in AC.Sound) | AC.Sound | protected |
| ForceStopAll(float fadeTime, bool storeCurrentIndex=true) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| gameIsPaused (defined in AC.Sound) | AC.Sound | protected |
| GetCurrentTrackID() | AC.Soundtrack | |
| GetSaveData(SoundData soundData) | AC.Sound | |
| GetSoundtrack(int ID) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| GetSoundtrackSample(int trackID) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| GetTimeSamplesToSave() (defined in AC.Ambience) | AC.Ambience | protected |
| HandleFadeIn(float _fadeTime, bool loop, int _timeSamples) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| HandlePlay(int trackID, bool loop, bool isQueued, float fadeTime, bool isCrossfade, bool resumeIfPlayedBefore, int newTrackTimeSamples=0, float loopingOverlapTime=0f) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| Interact() | AC.Sound | |
| IsCrossfading() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| IsFading() | AC.Sound | |
| IsFadingOut() | AC.Sound | |
| IsMusic (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| IsPlaying() | AC.Sound | |
| IsPlaying(AudioClip clip) | AC.Sound | |
| Kill() (defined in AC.Sound) | AC.Sound | protected |
| lastQueuedSoundtrack (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| LastTimeSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| lastTimeSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| LoadData(SoundData soundData) | AC.Sound | |
| LoadFadeTime (defined in AC.Ambience) | AC.Ambience | protected |
| LoadMainData(MainData mainData) | AC.Ambience | virtual |
| LoadMainData(int _timeSamples, string _oldTimeSamples, int _lastTimeSamples, string _lastQueueData, string _queueData) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| maxVolume (defined in AC.Sound) | AC.Sound | protected |
| oldSoundtrackSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| OnChangeVolume(SoundType _soundType, float newVolume) (defined in AC.Sound) | AC.Sound | protected |
| OnDisable() (defined in AC.Soundtrack) | AC.Soundtrack | protectedvirtual |
| OnEnable() (defined in AC.Soundtrack) | AC.Soundtrack | protectedvirtual |
| OnEnterGameState(GameState gameState) (defined in AC.Sound) | AC.Sound | protected |
| OnInitialiseScene() (defined in AC.Sound) | AC.Sound | protected |
| options (defined in AC.Sound) | AC.Sound | protected |
| originalFadeTime (defined in AC.Sound) | AC.Sound | protected |
| originalRelativeChangeTime (defined in AC.Sound) | AC.Sound | protected |
| originalRelativeVolume (defined in AC.Sound) | AC.Sound | protected |
| otherVolume (defined in AC.Sound) | AC.Sound | protected |
| Play(int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f) | AC.Soundtrack | |
| AC::Sound.Play() | AC.Sound | |
| AC::Sound.Play(bool loop) | AC.Sound | |
| AC::Sound.Play(AudioClip clip, bool loop, int _timeSamples=0) | AC.Sound | |
| PlayAtPoint(bool loop, int samplePoint) | AC.Sound | |
| playWhilePaused | AC.Sound | |
| PrepareSaveBeforeThreading() | AC.Ambience | |
| queuedSoundtrack (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| relativeChangeTime (defined in AC.Sound) | AC.Sound | protected |
| relativeVolume | AC.Sound | |
| RestartTrackWhenLoading (defined in AC.Ambience) | AC.Ambience | protected |
| Resume(int _timeSamples, float fadeTime=0f) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| ResumeLastQueue(float fadeTime, bool playFromStart) | AC.Soundtrack | |
| SaveMainData(MainData mainData) | AC.Ambience | virtual |
| SetFinalVolume() (defined in AC.Sound) | AC.Sound | protected |
| SetMaxVolume() | AC.Sound | |
| SetRelativeVolume(float _relativeVolume) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| SetSmoothVolume() (defined in AC.Sound) | AC.Sound | protected |
| SetSoundtrackSample(int trackID, int timeSample) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| SetVolume(float volume) | AC.Sound | |
| smoothUpdateSpeed (defined in AC.Sound) | AC.Sound | protected |
| smoothVolume (defined in AC.Sound) | AC.Sound | protected |
| SnapSmoothVolume() (defined in AC.Sound) | AC.Sound | protected |
| soundType | AC.Sound | |
| Start() (defined in AC.Sound) | AC.Sound | protected |
| Stop() | AC.Sound | |
| StopAll(float fadeTime, bool storeCurrentIndex=true) | AC.Soundtrack | |
| Storages (defined in AC.Ambience) | AC.Ambience | protected |
| StoreSoundtrackSampleByIndex(int index) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
| surviveSceneChange | AC.Sound | |
| SyncTrackWithCurrent(int trackID, int sampleOffset=0) | AC.Soundtrack | |
| targetRelativeVolume (defined in AC.Sound) | AC.Sound | protected |
| TryDestroy() | AC.Sound | |
| TurnOff() (defined in AC.Sound) | AC.Sound | protected |
| TurnOn() (defined in AC.Sound) | AC.Sound | protected |
| wasPlayingLastFrame (defined in AC.Soundtrack) | AC.Soundtrack | protected |