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Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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Classes | |
struct | QueuedSoundtrack |
struct | SoundtrackSample |
Public Member Functions | |
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. | |
float | Crossfade (int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f) |
Crossfade a new soundtrack. | |
float | ResumeLastQueue (float fadeTime, bool playFromStart) |
Resumes the last-played soundtrack queue. | |
float | StopAll (float fadeTime, bool storeCurrentIndex=true) |
Stops the currently-playing track, and cancels all those in the queue. | |
virtual MainData | SaveMainData (MainData mainData) |
Updates a MainData class with its own variables that need saving. | |
virtual void | LoadMainData (MainData mainData) |
Updates its own variables from a MainData class. | |
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. | |
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. | |
void | FadeOut (float _fadeTime) |
Fades out the AudioSource's current AudioClip, after which it stops. | |
bool | IsFadingOut () |
Checks if the AudioSource's AudioClip is being faded out. | |
void | Play () |
void | Play (bool loop) |
Plays the AudioSource's current AudioClip. | |
void | Play (AudioClip clip, bool loop, int _timeSamples=0) |
Plays an AudioClip. | |
void | PlayAtPoint (bool loop, int samplePoint) |
Plays the AudioSource's current AudioClip from a set point. | |
void | SetMaxVolume () |
void | SetVolume (float volume) |
Sets the volume, but takes relativeVolume into account as well. | |
void | ChangeRelativeVolume (float newRelativeVolume, float changeTime=0f) |
Changes the relativeVolume value. | |
void | Stop () |
bool | IsFading () |
Checks if the sound is fading in or out. | |
bool | IsPlaying () |
Checks if sound is playing. | |
bool | IsPlaying (AudioClip clip) |
Checks if a particular AudioClip is playing. | |
void | TryDestroy () |
void | EndOld (SoundType _soundType, Sound ignoreSound) |
Fades out all sounds of a particular type being played. | |
SoundData | GetSaveData (SoundData soundData) |
Updates a SoundData class with its own variables that need saving. | |
void | LoadData (SoundData soundData) |
Updates its own variables from a SoundData class. |
Protected Member Functions | |
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) |
Protected Member Functions inherited from AC.Sound | |
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 () |
Protected Attributes | |
List< QueuedSoundtrack > | queuedSoundtrack = new List<QueuedSoundtrack>() |
List< MusicCrossfade > | crossfades = new List<MusicCrossfade>() |
List< QueuedSoundtrack > | lastQueuedSoundtrack = new List<QueuedSoundtrack>() |
List< SoundtrackSample > | oldSoundtrackSamples = 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 |
bool | gameIsPaused |
Properties | |
virtual List< MusicStorage > | Storages [get] |
int | LastTimeSamples [get] |
virtual bool | IsMusic [get] |
virtual float | LoadFadeTime [get] |
virtual bool | CrossfadeWhenLoading [get] |
virtual bool | RestartTrackWhenLoading [get] |
Properties inherited from AC.Sound | |
AudioSource | audioSource [get] |
Additional Inherited Members | |
Public Attributes inherited from AC.Sound | |
SoundType | soundType |
bool | playWhilePaused = false |
float | relativeVolume = 1f |
bool | surviveSceneChange = false |
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virtual |
Updates the AudioSource's volume. This is called every frame by StateHandler.
Reimplemented from AC.Sound.
void AC.Soundtrack.ClearData | ( | ) |
Clears all runtime data related to the soundtrack
float AC.Soundtrack.Crossfade | ( | int | trackID, |
bool | loop, | ||
bool | isQueued, | ||
float | fadeTime, | ||
bool | resumeIfPlayedBefore = false, | ||
int | newTrackTimeSamples = 0, | ||
float | loopingOverlapTime = 0f ) |
Crossfade a new soundtrack.
trackID | The ID number of the track, as generated by the MusicStorage class that stores the AudioClip
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int AC.Soundtrack.GetCurrentTrackID | ( | ) |
The ID number of the currently-playing track.
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virtual |
Updates its own variables from a MainData class.
mainData | The MainData class to load from |
Reimplemented in AC.Ambience, and AC.Music.
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protectedvirtual |
Reimplemented from AC.Sound.
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protectedvirtual |
Reimplemented from AC.Sound.
float AC.Soundtrack.Play | ( | int | trackID, |
bool | loop, | ||
bool | isQueued, | ||
float | fadeTime, | ||
bool | resumeIfPlayedBefore = false, | ||
int | newTrackTimeSamples = 0, | ||
float | loopingOverlapTime = 0f ) |
Plays a new soundtrack.
trackID | The ID number of the track, as generated by the MusicStorage class that stores the AudioClip
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float AC.Soundtrack.ResumeLastQueue | ( | float | fadeTime, |
bool | playFromStart ) |
Resumes the last-played soundtrack queue.
fadeTime | The fade-in time in seconds, if greater than zero |
playFromStart | If True, the track will play from the beginning |
Updates a MainData class with its own variables that need saving.
mainData | The original MainData class |
Reimplemented in AC.Ambience, and AC.Music.
float AC.Soundtrack.StopAll | ( | float | fadeTime, |
bool | storeCurrentIndex = true ) |
Stops the currently-playing track, and cancels all those in the queue.
fadeTime | The time over which to stop the track |
storeCurrentIndex | If the current time index of the track will be stored so that it can be resumed later |
void AC.Soundtrack.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.
trackID | The ID of the track to sync with the currently-playing audio |
sampleOffset | An offset value to apply to the track, on top of the current audio's timeSamples |