marbion.blogg.se

Unity audiodevice
Unity audiodevice












Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. Plays an AudioClip, and scales the AudioSource volume by volumeScale.Įnable playing of audio source though a specfic gamepad. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. Plays the clip with a delay specified in seconds. Provides a block of the currently playing audio source's spectrum data.

unity audiodevice

Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. Provides a block of the currently playing source's output data. Get the current custom curve for the given AudioSourceCurveType. Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. The volume of the audio source (0.0 to 1.0).ĭisables audio output to a gamepad for this audio source. Whether the Audio Source should be updated in the fixed or dynamic update. Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.

Unity audiodevice full#

0.0 makes the sound full 2D, 1.0 makes it full 3D.ĭetermines if the spatializer effect is inserted before or after the effect filters. Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). Sets/Gets how the AudioSource attenuates over distance. The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. If set to true, the audio source will automatically start playing on awake. This only applies to sounds that are Mono or Stereo. Pans a playing sound in a stereo way (left or right). The target group to which the AudioSource should route its signal. Mute sets the volume=0, Un-Mute restore the original volume. Within the Min distance the AudioSource will cease to grow louder in volume. (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. True if all sounds played by the AudioSource (main sound started by Play() or playOnAwake as well as one-shots) are culled by the audio system. Is the clip playing right now (Read Only)? This makes the audio source not take into account the volume of the audio listener. This is useful for the menu element sounds or background music in pause menus. Gets or sets the gamepad audio output type for this audio source.Īllows AudioSource to play even though AudioListener.pause is set to true. Sets the Doppler scale for this AudioSource. When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. Does not apply if the AudioSource is playing into a mixer group. When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Change to true to show that there was just a change in the toggle stateīypass effects (Applied from filter components or global listener filters).

unity audiodevice

Detect if there is a change with the toggle

unity audiodevice

Switch this toggle to activate and deactivate the parent GameObject If (m_Play = false & m_ToggleChange = true) Check if you just set the toggle to false Ensure audio doesn’t play more than once Play the audio you attach to the AudioSource component If (m_Play = true & m_ToggleChange = true) Check to see if you just set the toggle to positive Ensure the toggle is set to true for the music to play at start-up Fetch the AudioSource from the GameObject Detect when you use the toggle, ensures music isn’t played multiple times Assign an AudioSource to a GameObject and attach an Audio Clip in the Audio Source. This script allows you to toggle music to play and stop.












Unity audiodevice