|  | 
| override MainData | SaveMainData (MainData mainData) | 
|  | Updates a MainData class with its own variables that need saving. 
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| override void | LoadMainData (MainData mainData) | 
|  | Updates its own variables from a MainData class. 
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| void | PrepareSaveBeforeThreading () | 
| override void | _Update () | 
| void | ClearData () | 
| float | Play (int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f) | 
|  | Plays a new soundtrack. 
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| float | Crossfade (int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f) | 
|  | Crossfade a new soundtrack. 
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| float | ResumeLastQueue (float fadeTime, bool playFromStart) | 
|  | Resumes the last-played soundtrack queue. 
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| float | StopAll (float fadeTime, bool storeCurrentIndex=true) | 
|  | Stops the currently-playing track, and cancels all those in the queue. 
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| int | GetCurrentTrackID () | 
| void | SyncTrackWithCurrent (int trackID, int sampleOffset=0) | 
|  | Sets the recorded 'time sample' of a track to match the currently-playing audio. This is useful if you want to blend into a new track at the same position as the current one, via the 'resumeIfPlayedBefore' option in the Play function. 
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| void | Interact () | 
| void | FadeIn (float _fadeTime, bool loop, int _timeSamples=0) | 
|  | Fades in the AudioSource's current AudioClip, after which it continues to play. 
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| void | FadeOut (float _fadeTime) | 
|  | Fades out the AudioSource's current AudioClip, after which it stops. 
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| bool | IsFadingOut () | 
|  | Checks if the AudioSource's AudioClip is being faded out. 
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| void | Play () | 
| void | Play (bool loop) | 
|  | Plays the AudioSource's current AudioClip. 
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| void | Play (AudioClip clip, bool loop, int _timeSamples=0) | 
|  | Plays an AudioClip. 
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| void | PlayAtPoint (bool loop, int samplePoint) | 
|  | Plays the AudioSource's current AudioClip from a set point. 
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| void | SetMaxVolume () | 
| void | SetVolume (float volume) | 
|  | Sets the volume, but takes relativeVolume into account as well. 
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| void | ChangeRelativeVolume (float newRelativeVolume, float changeTime=0f) | 
|  | Changes the relativeVolume value. 
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| void | Stop () | 
| bool | IsFading () | 
|  | Checks if the sound is fading in or out. 
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| bool | IsPlaying () | 
|  | Checks if sound is playing. 
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| bool | IsPlaying (AudioClip clip) | 
|  | Checks if a particular AudioClip is playing. 
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| void | TryDestroy () | 
| void | EndOld (SoundType _soundType, Sound ignoreSound) | 
|  | Fades out all sounds of a particular type being played. 
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| SoundData | GetSaveData (SoundData soundData) | 
|  | Updates a SoundData class with its own variables that need saving. 
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| void | LoadData (SoundData soundData) | 
|  | Updates its own variables from a SoundData class. 
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|  | 
| new void | Awake () | 
| int | GetTimeSamplesToSave () | 
| void | Awake () | 
| override void | OnEnable () | 
| override void | OnDisable () | 
| bool | IsCrossfading () | 
| void | CreateNewCrossfade (float fadeTime) | 
| void | EndOthers () | 
| virtual bool | EndsOthers () | 
| float | HandlePlay (int trackID, bool loop, bool isQueued, float fadeTime, bool isCrossfade, bool resumeIfPlayedBefore, int newTrackTimeSamples=0, float loopingOverlapTime=0f) | 
| float | ForceStopAll (float fadeTime, bool storeCurrentIndex=true) | 
| void | ClearSoundtrackQueue () | 
| void | FadeOutThenIn (MusicStorage musicStorage, float fadeTime, bool loop, bool resumeIfPlayedBefore, int newTrackTimeSamples) | 
| void | AfterDelay () | 
| void | Resume (int _timeSamples, float fadeTime=0f) | 
| void | HandleFadeIn (float _fadeTime, bool loop, int _timeSamples) | 
| string | CreateTimesampleString () | 
| string | CreateLastSoundtrackString () | 
| string | CreateOldTimesampleString () | 
| void | LoadMainData (int _timeSamples, string _oldTimeSamples, int _lastTimeSamples, string _lastQueueData, string _queueData) | 
| MusicStorage | GetSoundtrack (int ID) | 
| void | SetRelativeVolume (float _relativeVolume) | 
| void | StoreSoundtrackSampleByIndex (int index) | 
| int | GetSoundtrackSample (int trackID) | 
| void | ClearSoundtrackSample (int trackID) | 
| void | SetSoundtrackSample (int trackID, int timeSample) | 
| void | Start () | 
| void | OnEnterGameState (GameState gameState) | 
| void | OnInitialiseScene () | 
| void | OnChangeVolume (SoundType _soundType, float newVolume) | 
| void | SetSmoothVolume () | 
| void | SnapSmoothVolume () | 
| void | SetFinalVolume () | 
| void | TurnOn () | 
| void | TurnOff () | 
| void | Kill () | 
This script handles the playback of Ambience when played using the 'Sound: Play ambience' Action.