Jacky's Simple Audio Manager  3.0.0-preview
A decentralized audio playing system for Unity, designed for simplicity and built to scale!
JSAM.BaseAudioFileObject Class Reference
Inheritance diagram for JSAM.BaseAudioFileObject:
JSAM.MusicFileObject JSAM.SoundFileObject

Public Member Functions

void Initialize ()
 

Public Attributes

float loopStart
 Starting loop point, stored as time for accuracy sake, converted to samples in back-end More...
 
float loopEnd
 Ending loop point, stored as time for accuracy sake, converted to samples in back-end More...
 
int bpm = 120
 
float relativeVolume = 1
 
bool spatialize = false
 
float maxDistance
 
Priority priority = Priority.Default
 
float startingPitch = 1
 
float pitchShift = 0.05f
 
LoopMode loopMode = LoopMode.NoLooping
 
float delay = 0
 
bool ignoreTimeScale = false
 
uint maxPlayingInstances = 10
 
UnityEngine.Audio.AudioMixerGroup mixerGroupOverride = null
 
bool fadeInOut
 
float fadeInDuration
 
float fadeOutDuration
 
bool bypassEffects
 
bool bypassListenerEffects
 
bool bypassReverbZones
 
AudioChorusObj chorusFilter
 
AudioDistortionObj distortionFilter
 
AudioEchoObj echoFilter
 
AudioLowPassObj lowPassFilter
 
AudioHighPassObj highPassFilter
 
AudioReverbObj reverbFilter
 
bool neverRepeat
 
int lastClipIndex = -1
 

Protected Attributes

string safeName = ""
 
List< AudioClip > files = new List<AudioClip>()
 

Properties

string SafeName [get]
 
List< AudioClip > Files [get]
 

Member Function Documentation

◆ Initialize()

void JSAM.BaseAudioFileObject.Initialize ( )

Member Data Documentation

◆ bpm

int JSAM.BaseAudioFileObject.bpm = 120

◆ bypassEffects

bool JSAM.BaseAudioFileObject.bypassEffects

◆ bypassListenerEffects

bool JSAM.BaseAudioFileObject.bypassListenerEffects

◆ bypassReverbZones

bool JSAM.BaseAudioFileObject.bypassReverbZones

◆ chorusFilter

AudioChorusObj JSAM.BaseAudioFileObject.chorusFilter

◆ delay

float JSAM.BaseAudioFileObject.delay = 0

◆ distortionFilter

AudioDistortionObj JSAM.BaseAudioFileObject.distortionFilter

◆ echoFilter

AudioEchoObj JSAM.BaseAudioFileObject.echoFilter

◆ fadeInDuration

float JSAM.BaseAudioFileObject.fadeInDuration

◆ fadeInOut

bool JSAM.BaseAudioFileObject.fadeInOut

◆ fadeOutDuration

float JSAM.BaseAudioFileObject.fadeOutDuration

◆ files

List<AudioClip> JSAM.BaseAudioFileObject.files = new List<AudioClip>()
protected

◆ highPassFilter

AudioHighPassObj JSAM.BaseAudioFileObject.highPassFilter

◆ ignoreTimeScale

bool JSAM.BaseAudioFileObject.ignoreTimeScale = false

◆ lastClipIndex

int JSAM.BaseAudioFileObject.lastClipIndex = -1

◆ loopEnd

float JSAM.BaseAudioFileObject.loopEnd

Ending loop point, stored as time for accuracy sake, converted to samples in back-end

◆ loopMode

LoopMode JSAM.BaseAudioFileObject.loopMode = LoopMode.NoLooping

◆ loopStart

float JSAM.BaseAudioFileObject.loopStart

Starting loop point, stored as time for accuracy sake, converted to samples in back-end

◆ lowPassFilter

AudioLowPassObj JSAM.BaseAudioFileObject.lowPassFilter

◆ maxDistance

float JSAM.BaseAudioFileObject.maxDistance

◆ maxPlayingInstances

uint JSAM.BaseAudioFileObject.maxPlayingInstances = 10

◆ mixerGroupOverride

UnityEngine.Audio.AudioMixerGroup JSAM.BaseAudioFileObject.mixerGroupOverride = null

◆ neverRepeat

bool JSAM.BaseAudioFileObject.neverRepeat

◆ pitchShift

float JSAM.BaseAudioFileObject.pitchShift = 0.05f

◆ priority

Priority JSAM.BaseAudioFileObject.priority = Priority.Default

◆ relativeVolume

float JSAM.BaseAudioFileObject.relativeVolume = 1

◆ reverbFilter

AudioReverbObj JSAM.BaseAudioFileObject.reverbFilter

◆ safeName

string JSAM.BaseAudioFileObject.safeName = ""
protected

◆ spatialize

bool JSAM.BaseAudioFileObject.spatialize = false

◆ startingPitch

float JSAM.BaseAudioFileObject.startingPitch = 1

Property Documentation

◆ Files

List<AudioClip> JSAM.BaseAudioFileObject.Files
get

◆ SafeName

string JSAM.BaseAudioFileObject.SafeName
get

The documentation for this class was generated from the following file: