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| override MainData | SaveMainData (MainData mainData) |
| | Updates a MainData class with its own variables that need saving.
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| void | PrepareSaveBeforeThreading () |
| override void | LoadMainData (MainData mainData) |
| | Updates its own variables from a MainData class.
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| 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 () |
| override bool | EndsOthers () |
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int | GetTimeSamplesToSave () |
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void | Awake () |
| override void | OnEnable () |
| override void | OnDisable () |
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bool | IsCrossfading () |
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void | CreateNewCrossfade (float fadeTime) |
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void | EndOthers () |
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float | HandlePlay (int trackID, bool loop, bool isQueued, float fadeTime, bool isCrossfade, bool resumeIfPlayedBefore, int newTrackTimeSamples=0, float loopingOverlapTime=0f) |
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float | ForceStopAll (float fadeTime, bool storeCurrentIndex=true) |
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void | ClearSoundtrackQueue () |
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void | FadeOutThenIn (MusicStorage musicStorage, float fadeTime, bool loop, bool resumeIfPlayedBefore, int newTrackTimeSamples) |
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void | AfterDelay () |
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void | Resume (int _timeSamples, float fadeTime=0f) |
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void | HandleFadeIn (float _fadeTime, bool loop, int _timeSamples) |
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string | CreateTimesampleString () |
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string | CreateLastSoundtrackString () |
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string | CreateOldTimesampleString () |
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void | LoadMainData (int _timeSamples, string _oldTimeSamples, int _lastTimeSamples, string _lastQueueData, string _queueData) |
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MusicStorage | GetSoundtrack (int ID) |
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void | SetRelativeVolume (float _relativeVolume) |
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void | StoreSoundtrackSampleByIndex (int index) |
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int | GetSoundtrackSample (int trackID) |
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void | ClearSoundtrackSample (int trackID) |
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void | SetSoundtrackSample (int trackID, int timeSample) |
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void | Start () |
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void | OnEnterGameState (GameState gameState) |
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void | OnInitialiseScene () |
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void | OnChangeVolume (SoundType _soundType, float newVolume) |
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void | SetSmoothVolume () |
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void | SnapSmoothVolume () |
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void | SetFinalVolume () |
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void | TurnOn () |
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void | TurnOff () |
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void | Kill () |
This script handles the playback of Music when played using the 'Sound: Play music' Action.