Adventure Creator  1.71.5
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2019
AC.Music Class Reference
Inheritance diagram for AC.Music:
AC.Soundtrack AC.Sound

Public Member Functions

override MainData SaveMainData (MainData mainData)
 Updates a MainData class with its own variables that need saving. More...
 
override void LoadMainData (MainData mainData)
 Updates its own variables from a MainData class. More...
 
- Public Member Functions inherited from AC.Soundtrack
override void _Update ()
 
float Play (int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f)
 Plays a new soundtrack More...
 
float Crossfade (int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f)
 Crossfade a new soundtrack More...
 
float ResumeLastQueue (float fadeTime, bool playFromStart)
 Resumes the last-played soundtrack queue More...
 
float StopAll (float fadeTime, bool storeCurrentIndex=true)
 Stops the currently-playing track, and cancels all those in the queue. More...
 
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. More...
 
- Public Member Functions inherited from AC.Sound
void Interact ()
 
void FadeIn (float _fadeTime, bool loop, int _timeSamples=0)
 Fades in the AudioSource's current AudioClip, after which it continues to play. More...
 
void FadeOut (float _fadeTime)
 Fades out the AudioSource's current AudioClip, after which it stops. More...
 
bool IsFadingOut ()
 Checks if the AudioSource's AudioClip is being faded out. More...
 
void Play ()
 Plays the AudioSource's current AudioClip, without starting over if it was paused or changing its "loop" variable.
 
void Play (bool loop)
 Plays the AudioSource's current AudioClip. More...
 
void Play (AudioClip clip, bool loop, int _timeSamples=0)
 Plays an AudioClip. More...
 
void PlayAtPoint (bool loop, int samplePoint)
 Plays the AudioSource's current AudioClip from a set point. More...
 
void SetMaxVolume ()
 
void SetVolume (float volume)
 Sets the volume, but takes relativeVolume into account as well. More...
 
void ChangeRelativeVolume (float newRelativeVolume, float changeTime=0f)
 Changes the relativeVolume value. More...
 
void Stop ()
 
bool IsFading ()
 Checks if the sound is fading in or out. More...
 
bool IsPlaying ()
 Checks if sound is playing. More...
 
bool IsPlaying (AudioClip clip)
 Checks if a particular AudioClip is playing. More...
 
void TryDestroy ()
 
void EndOld (SoundType _soundType, Sound ignoreSound)
 Fades out all sounds of a particular type being played. More...
 
SoundData GetSaveData (SoundData soundData)
 Updates a SoundData class with its own variables that need saving. More...
 
void LoadData (SoundData soundData)
 Updates its own variables from a SoundData class. More...
 

Public Attributes

bool autoEndOtherMusicWhenPlayed = true
 
- Public Attributes inherited from AC.Soundtrack
float loadFadeTime = 0f
 
bool crossfadeWhenLoading = false
 
bool restartTrackWhenLoading = false
 
- Public Attributes inherited from AC.Sound
SoundType soundType
 
bool playWhilePaused = false
 
float relativeVolume = 1f
 
bool surviveSceneChange = false
 

Protected Member Functions

new void Awake ()
 
override bool EndsOthers ()
 
- Protected Member Functions inherited from AC.Soundtrack
void Awake ()
 
void EndOthers ()
 
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)
 
- Protected Member Functions inherited from AC.Sound
void OnEnable ()
 
void Start ()
 
void OnDisable ()
 
void OnInitialiseScene ()
 
void OnChangeVolume (SoundType _soundType, float newVolume)
 
void SetSmoothVolume ()
 
void SnapSmoothVolume ()
 
void SetFinalVolume ()
 
void TurnOn ()
 
void TurnOff ()
 
void Kill ()
 

Properties

override bool IsMusic [get]
 
override List< MusicStorageStorages [get]
 
- Properties inherited from AC.Soundtrack
virtual List< MusicStorageStorages [get]
 
int LastTimeSamples [get]
 
virtual bool IsMusic [get]
 
- Properties inherited from AC.Sound
AudioSource audioSource [get]
 

Additional Inherited Members

- Protected Attributes inherited from AC.Soundtrack
List< QueuedSoundtrackqueuedSoundtrack = new List<QueuedSoundtrack>()
 
MusicCrossfade crossfade
 
List< QueuedSoundtracklastQueuedSoundtrack = new List<QueuedSoundtrack>()
 
List< SoundtrackSampleoldSoundtrackSamples = new List<SoundtrackSample>()
 
int lastTimeSamples
 
float delayTime
 
int delayAudioID = -1
 
float delayFadeTime
 
bool delayLoop
 
bool delayResumeIfPlayedBefore
 
int delayNewTrackTimeSamples
 
bool wasPlayingLastFrame
 
- Protected Attributes inherited from AC.Sound
float maxVolume = 1f
 
float smoothVolume = 1f
 
float smoothUpdateSpeed = 20f
 
float fadeTime
 
float originalFadeTime
 
FadeType fadeType
 
Options options
 
AudioSource _audioSource
 
float otherVolume = 1f
 
float originalRelativeVolume
 
float targetRelativeVolume
 
float relativeChangeTime
 
float originalRelativeChangeTime
 

Detailed Description

This script handles the playback of Music when played using the 'Sound: Play music' Action.

Member Function Documentation

◆ LoadMainData()

override void AC.Music.LoadMainData ( MainData  mainData)
virtual

Updates its own variables from a MainData class.

Parameters
mainDataThe MainData class to load from

Reimplemented from AC.Soundtrack.

◆ SaveMainData()

override MainData AC.Music.SaveMainData ( MainData  mainData)
virtual

Updates a MainData class with its own variables that need saving.

Parameters
mainDataThe original MainData class
Returns
The updated MainData class

Reimplemented from AC.Soundtrack.

Member Data Documentation

◆ autoEndOtherMusicWhenPlayed

bool AC.Music.autoEndOtherMusicWhenPlayed = true

If True, then playing audio from this component will force all other Sounds in the scene to stop if they are also playing Music