Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.Music Member List

This is the complete list of members for AC.Music, including all inherited members.

_audioSource (defined in AC.Sound)AC.Soundprotected
_Update()AC.Soundtrackvirtual
AfterDelay() (defined in AC.Soundtrack)AC.Soundtrackprotected
audioSourceAC.Sound
Awake() (defined in AC.Music)AC.Musicprotected
ChangeRelativeVolume(float newRelativeVolume, float changeTime=0f)AC.Sound
ClearSoundtrackQueue() (defined in AC.Soundtrack)AC.Soundtrackprotected
ClearSoundtrackSample(int trackID) (defined in AC.Soundtrack)AC.Soundtrackprotected
CreateLastSoundtrackString() (defined in AC.Soundtrack)AC.Soundtrackprotected
CreateNewCrossfade(float fadeTime) (defined in AC.Soundtrack)AC.Soundtrackprotected
CreateOldTimesampleString() (defined in AC.Soundtrack)AC.Soundtrackprotected
CreateTimesampleString() (defined in AC.Soundtrack)AC.Soundtrackprotected
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.Soundtrackprotected
CrossfadeWhenLoading (defined in AC.Music)AC.Musicprotected
delayAudioID (defined in AC.Soundtrack)AC.Soundtrackprotected
delayFadeTime (defined in AC.Soundtrack)AC.Soundtrackprotected
delayLoop (defined in AC.Soundtrack)AC.Soundtrackprotected
delayNewTrackTimeSamples (defined in AC.Soundtrack)AC.Soundtrackprotected
delayResumeIfPlayedBefore (defined in AC.Soundtrack)AC.Soundtrackprotected
delayTime (defined in AC.Soundtrack)AC.Soundtrackprotected
EndOld(SoundType _soundType, Sound ignoreSound)AC.Sound
EndOthers() (defined in AC.Soundtrack)AC.Soundtrackprotected
EndsOthers() (defined in AC.Music)AC.Musicprotectedvirtual
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.Soundtrackprotected
fadeTime (defined in AC.Sound)AC.Soundprotected
fadeType (defined in AC.Sound)AC.Soundprotected
ForceStopAll(float fadeTime, bool storeCurrentIndex=true) (defined in AC.Soundtrack)AC.Soundtrackprotected
gameIsPaused (defined in AC.Sound)AC.Soundprotected
GetCurrentTrackID()AC.Soundtrack
GetSaveData(SoundData soundData)AC.Sound
GetSoundtrack(int ID) (defined in AC.Soundtrack)AC.Soundtrackprotected
GetSoundtrackSample(int trackID) (defined in AC.Soundtrack)AC.Soundtrackprotected
GetTimeSamplesToSave() (defined in AC.Music)AC.Musicprotected
HandleFadeIn(float _fadeTime, bool loop, int _timeSamples) (defined in AC.Soundtrack)AC.Soundtrackprotected
HandlePlay(int trackID, bool loop, bool isQueued, float fadeTime, bool isCrossfade, bool resumeIfPlayedBefore, int newTrackTimeSamples=0, float loopingOverlapTime=0f) (defined in AC.Soundtrack)AC.Soundtrackprotected
Interact()AC.Sound
IsCrossfading() (defined in AC.Soundtrack)AC.Soundtrackprotected
IsFading()AC.Sound
IsFadingOut()AC.Sound
IsMusic (defined in AC.Music)AC.Musicprotected
IsPlaying()AC.Sound
IsPlaying(AudioClip clip)AC.Sound
Kill() (defined in AC.Sound)AC.Soundprotected
lastQueuedSoundtrack (defined in AC.Soundtrack)AC.Soundtrackprotected
lastTimeSamples (defined in AC.Soundtrack)AC.Soundtrackprotected
LastTimeSamples (defined in AC.Soundtrack)AC.Soundtrackprotected
LoadData(SoundData soundData)AC.Sound
LoadFadeTime (defined in AC.Music)AC.Musicprotected
LoadMainData(MainData mainData)AC.Musicvirtual
LoadMainData(int _timeSamples, string _oldTimeSamples, int _lastTimeSamples, string _lastQueueData, string _queueData) (defined in AC.Soundtrack)AC.Soundtrackprotected
maxVolume (defined in AC.Sound)AC.Soundprotected
oldSoundtrackSamples (defined in AC.Soundtrack)AC.Soundtrackprotected
OnChangeVolume(SoundType _soundType, float newVolume) (defined in AC.Sound)AC.Soundprotected
OnDisable() (defined in AC.Soundtrack)AC.Soundtrackprotectedvirtual
OnEnable() (defined in AC.Soundtrack)AC.Soundtrackprotectedvirtual
OnEnterGameState(GameState gameState) (defined in AC.Sound)AC.Soundprotected
OnInitialiseScene() (defined in AC.Sound)AC.Soundprotected
options (defined in AC.Sound)AC.Soundprotected
originalFadeTime (defined in AC.Sound)AC.Soundprotected
originalRelativeChangeTime (defined in AC.Sound)AC.Soundprotected
originalRelativeVolume (defined in AC.Sound)AC.Soundprotected
otherVolume (defined in AC.Sound)AC.Soundprotected
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
playWhilePausedAC.Sound
PrepareSaveBeforeThreading()AC.Music
queuedSoundtrack (defined in AC.Soundtrack)AC.Soundtrackprotected
relativeChangeTime (defined in AC.Sound)AC.Soundprotected
relativeVolumeAC.Sound
RestartTrackWhenLoading (defined in AC.Music)AC.Musicprotected
Resume(int _timeSamples, float fadeTime=0f) (defined in AC.Soundtrack)AC.Soundtrackprotected
ResumeLastQueue(float fadeTime, bool playFromStart)AC.Soundtrack
SaveMainData(MainData mainData)AC.Musicvirtual
SetFinalVolume() (defined in AC.Sound)AC.Soundprotected
SetMaxVolume()AC.Sound
SetRelativeVolume(float _relativeVolume) (defined in AC.Soundtrack)AC.Soundtrackprotected
SetSmoothVolume() (defined in AC.Sound)AC.Soundprotected
SetSoundtrackSample(int trackID, int timeSample) (defined in AC.Soundtrack)AC.Soundtrackprotected
SetVolume(float volume)AC.Sound
smoothUpdateSpeed (defined in AC.Sound)AC.Soundprotected
smoothVolume (defined in AC.Sound)AC.Soundprotected
SnapSmoothVolume() (defined in AC.Sound)AC.Soundprotected
soundTypeAC.Sound
Start() (defined in AC.Sound)AC.Soundprotected
Stop()AC.Sound
StopAll(float fadeTime, bool storeCurrentIndex=true)AC.Soundtrack
Storages (defined in AC.Music)AC.Musicprotected
StoreSoundtrackSampleByIndex(int index) (defined in AC.Soundtrack)AC.Soundtrackprotected
surviveSceneChangeAC.Sound
SyncTrackWithCurrent(int trackID, int sampleOffset=0)AC.Soundtrack
targetRelativeVolume (defined in AC.Sound)AC.Soundprotected
TryDestroy()AC.Sound
TurnOff() (defined in AC.Sound)AC.Soundprotected
TurnOn() (defined in AC.Sound)AC.Soundprotected
wasPlayingLastFrame (defined in AC.Soundtrack)AC.Soundtrackprotected