class
SoundHandle
public class SoundHandle A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.
Properties
| Name | Type | Description |
|---|---|---|
Position | Vector3 | Position of the sound. |
Rotation | Rotation | The direction the sound is facing |
Transform | Transform | This sound's transform |
Volume | Single | Volume of the sound. |
Name | String | A debug name to help identify the sound |
SpacialBlend | Single | How 3d the sound should be. 0 means no 3d, 1 means fully |
Distance | Single | How many units the sound can be heard from. |
Falloff | Curve | The falloff curve for the sound. |
Fadeout | Curve | The fadeout curve for when the sound stops. |
Fadein | Curve | The fadein curve for when the sound starts. |
Decibels | Single | |
Pitch | Single | Pitch of the sound. |
IsPlaying | Boolean | Whether the sound is currently playing or not. |
Paused | Boolean | Whether the sound is currently paused or not. |
Finished | Boolean | Sound is done |
Reflections | Boolean | Enable the sound reflecting off surfaces |
Occlusion | Boolean | Allow this sound to be occluded by geometry etc |
OcclusionRadius | Single | The radius of this sound's occlusion, allow for partial occlusion |
DistanceAttenuation | Boolean | Should the sound fade out over distance |
AirAbsorption | Boolean | Should the sound get absorbed by air, so it sounds different at distance |
Transmission | Boolean | Should the sound transmit through walls, doors etc |
TargetMixer | Mixer | Which mixer do we want to write to |
SampleRate | Int32 | How many samples per second? |
IsStopped | Boolean | True if the sound has been stopped |
ElapsedTime | Single | |
Time | Single | The current time of the playing sound in seconds. Note: for some formats seeking may be expensive, and some may not support it at all. |
ListenLocal | Boolean | Place the listener at 0,0,0 facing 1,0,0. |
Loopback | Boolean | If true, then this sound won't be played unless voice_loopback is 1. The assumption is that it's the local user's voice. Amplitude and visme data will still be available! |
Amplitude | Single | Measure of audio loudness. |
IsValid virtual | Boolean | |
FollowParent | Boolean | Update our position every frame relative to our parent |
LocalTransform | Transform | If we're following a parent, our position will be this relative to them. |
Parent | GameObject | If set with a parent and is true, we will update our position to match the parent's world position. You can use to set an offset from the parent's position. Setting a parent also allows you to use GameObject.StopAllSounds on the parent to stop all sounds that are following it. This is set automatically when calling on a GameObject, but you can set it manually if you want to change the parent of an existing sound handle. |
LipSync | LipSyncAccessor | Access lipsync processing. |
Methods
Void Stop(Single fadeTime = 0) virtual Void Dispose() Void Update() Called to push changes to a sound immediately, rather than waiting for the next tick. You should call this if you make changes to a sound.
static Void GetActive(List<SoundHandle> handles) Void ClearParent() Clear our parent - stop following
Void SetParent(GameObject obj) Tell the SoundHandle to follow this GameObject's position