|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
 
  
| Public Member Functions | |
| SoundData () | |
| Public Member Functions inherited from AC.RememberData | |
| RememberData () | |
| Public Attributes | |
| bool | isPlaying | 
| bool | isLooping | 
| int | samplePoint | 
| string | clipID | 
| float | relativeVolume | 
| float | maxVolume | 
| float | smoothVolume | 
| float | fadeTime | 
| float | originalFadeTime | 
| int | fadeType | 
| float | otherVolume | 
| float | targetRelativeVolume | 
| float | originalRelativeVolume | 
| float | relativeChangeTime | 
| float | originalRelativeChangeTime | 
| Public Attributes inherited from AC.RememberData | |
| int | objectID | 
| bool | savePrevented | 
A data container used by the RememberSound script.
| AC.SoundData.SoundData | ( | ) | 
The default Constructor.
| string AC.SoundData.clipID | 
A unique identifier for the currently-playing AudioClip
| float AC.SoundData.fadeTime | 
The time remaining in a fade effect
| int AC.SoundData.fadeType | 
The fade type, where 0 = FadeIn, 1 = FadeOut
| bool AC.SoundData.isLooping | 
True if a sound is looping
| bool AC.SoundData.isPlaying | 
True if a sound is playing
| float AC.SoundData.maxVolume | 
The Sound's maximum volume (internally calculated)
| float AC.SoundData.originalFadeTime | 
The original time duration of the active fade effect
| float AC.SoundData.originalRelativeChangeTime | 
The original time duration of the active change in relative volume
| float AC.SoundData.originalRelativeVolume | 
The Sound's original relative volume, if changing over time
| float AC.SoundData.otherVolume | 
The volume if the Sound's soundType is SoundType.Other
| float AC.SoundData.relativeChangeTime | 
The time remaining in a change in relative volume
| float AC.SoundData.relativeVolume | 
The relative volume on the Sound component
| int AC.SoundData.samplePoint | 
How far along the track a sound is
| float AC.SoundData.smoothVolume | 
The Sound's smoothed-out volume (internally calculated)
| float AC.SoundData.targetRelativeVolume | 
The Sound's new relative volume, if changing over time