Class: AudioManager
- Namespace:
Global - Assembly:
Dew.Core.dll - Inheritance / Derived: LogicBehaviour →
ManagerBase→ AudioManager
csharp
public class AudioManager : ManagerBase<AudioManager>, ILogicUpdateFields
| Name | Declaration | Description |
|---|---|---|
defaultCurve | `[Title("Volume Roll-offs", null, TitleAlignments.Left, true, true)] | |
| public AnimationCurve defaultCurve` | ||
gameBoss | public AudioMixerGroup gameBoss | |
gameEnvironment | public AudioMixerGroup gameEnvironment | |
gameOtherPlayers | public AudioMixerGroup gameOtherPlayers | |
gameOthers | public AudioMixerGroup gameOthers | |
gameSelf | public AudioMixerGroup gameSelf | |
loudCurve | public AnimationCurve loudCurve | |
master | public AudioMixerGroup master | |
mixer | public AudioMixer mixer | |
music | public AudioMixerGroup music | |
sfx | public AudioMixerGroup sfx | |
ui | public AudioMixerGroup ui |
Properties
| Name | Declaration | Description |
|---|---|---|
shouldRegisterUpdates | public override bool shouldRegisterUpdates { get; } |
Methods
FadeInMasterVolume()
csharp
public void FadeInMasterVolume()FadeOutMasterVolume()
csharp
public void FadeOutMasterVolume()NeedsSetupEverytime(AudioType)
Does the type needs to be setup everytime before being played?
csharp
public static bool NeedsSetupEverytime(AudioType type)Parameters:
| Name | Type | Description |
|---|---|---|
type | AudioType |
Returns: bool
PlayUISound(AudioClip)
csharp
public void PlayUISound(AudioClip clip)Parameters:
| Name | Type | Description |
|---|---|---|
clip | UnityEngine.AudioClip |
SetMasterVolumeMultiplier(float)
csharp
public void SetMasterVolumeMultiplier(float multiplier)Parameters:
| Name | Type | Description |
|---|---|---|
multiplier | float |
SetupAudioSource(AudioSource, AudioType, AudioSpaceType, DewAudioRollOffType, bool)
csharp
public void SetupAudioSource(AudioSource source, AudioType type, AudioSpaceType space, DewAudioRollOffType rolloff, bool forceCriticalPriority)Parameters:
| Name | Type | Description |
|---|---|---|
source | UnityEngine.AudioSource | |
type | AudioType | |
space | AudioSpaceType | |
rolloff | DewAudioRollOffType | |
forceCriticalPriority | bool |
UpdateMixerAttenuations()
csharp
public void UpdateMixerAttenuations()