Audio Controller
Classes
Metadesc Namespace Reference

Classes

class  AdditionalOptions
 
class  AmbientEntry
 
class  AmbientSound
 
class  AmbientSoundActivator
 Activates, deactivates the ambient sources based on the distance to the listener. More...
 
class  AmbientSoundContainer
 
class  AmbientSoundController
 This controller is for ambient sounds/songs. The ambient sounds are defined as children of this node. This controller has some global settings for the ambient sounds. The children have a predefined position, and are visualized in the scene view. You can comfortable move around the ambient sounds, which are visualized by color and sound range. More...
 
class  AmbientSoundResult
 
class  AudioConf
 
class  AudioContainerBase
 
class  AudioContainerGlobalSettings
 
class  AudioController
 The audio controller supports music, sound effects and ambient sources. Supported features are e.g. cross fading, sound separation, ducking, selecting next sound by different strategies, dynamic filter, pooling sound prefabs, a clock for sounds to pause and continue playing, a timer which works with the clock, visual representation for ambient sources for a good overview in the scene and more. More...
 
class  AudioControllerGlobalSettings
 
class  AudioEntry
 
class  AudioResult
 
class  BaseAudioController
 
class  Clock
 The clock enables the pause and continue features for the audio controller. The clock also controls the timer. More...
 
class  ClockTarget
 To work with the clock this call must be inherited. More...
 
class  DetailOptionAttribtes
 
class  DuckingEntry
 
class  EventBasedAudioTriggerer
 This is an event driven audio activator. Three different situations are supported: play on camera, play (+follow) on transform/gameobject, play on position. From top down the first condition will be applied: 1 AttachOnMe, 2 AttachOnThis assigned, 3 play on position, 4 non of them available, then play on camera or in case of the ambient source, on its position. These configuration are marked with green/cyan/yellow. More...
 
class  EventEntry
 
class  FilterEntry
 
class  FilterEntryChorus
 
class  FilterEntryDistortion
 
class  FilterEntryEcho
 
class  FilterEntryHighPass
 
class  FilterEntryLowPass
 
class  FilterEntryReverb
 
class  FilterGroup
 The configured filters can be used dynamically for music, sound effect and ambient sources. More...
 
class  FilterManager
 The filter manages the children GameObject filters. The configured filters can be used dynamically for music, sound effect and ambient sources. More...
 
class  IPool
 IPool is a generic object pool system. In this case it is meant to be for the audio controller. By the name the prefab will be provided. The names must be unique! More...
 
class  IPoolEntry
 
class  IPoolSendBack
 Sends back a paticle animation after it is finished automatically. Works together with the IPool pooling system. More...
 
class  MusicContainer
 
class  MusicContainerSpecificSettings
 
class  MusicController
 This is the controller for music. The generated audio sources will be child of the audio listener. This is not ment to be a 3D audio source, but for background songs. The 'Music Enties' in the 'Misic Audio Container' contains the songs, which will be played by the 'Select Next' srategy. However, it is common to interrupt the currently playing song and play e.g. an intense war song. For this the 'Dynamic Music Entries' is responible, which is also in the 'Music Audio Container'. After playing a dynamic song the player will process again the 'Music Entries' song list. An another way to express such situations is to use a second music controller, as an overlay and blend in e.g. war drum by ducking the songs in the first music controller. More...
 
class  MusicControllerSpecificSettings
 
class  MusicEntry
 
class  MusicResult
 
class  SoundEffect
 This GameObject represents a sound effect. The sound effect can be attched to a GameObject, or can be played on a specific position. The sound effect can be looped, e.g. for engine sound, and can be changed with the returned audio source. More...
 
class  SoundEffectContainer
 
class  SoundEffectController
 This is the controller for sound effects. The sound effects are defined as children of this node. This controller has some global settings for the sound effects. It can be used for e.g. looping engines, impact sounds or explosions. The sound effects can be attached to moving GameObjects or can be applied on certain positions. More...
 
class  SoundEntry
 
class  SoundResult
 
class  Timer
 The timer class for the TimerManager. More...
 
class  TimerManager
 Timer manager instance, which can work together with the AudioClock. In this way the pause and continue features of the clock will also have an impact on the timer in this manager. More...