class SoundEvent
A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch.
public bool UI { get; set; }
Is this sound 2D?
public RangedFloat Volume { get; set; }
How loud the sound should be.
public RangedFloat Pitch { get; set; }
The base pitch of the sound.
public int Decibels { get; set; }
How loud is this sound, affects how far away it can be heard
public SoundEvent.SoundSelectionMode SelectionMode { get; set; }
Selection strategy to use when picking from multiple sounds.
public List<SoundFile> Sounds { get; set; }
A random sound from the list will be selected to be played.
public bool Occlusion { get; set; }
Allow this sound to be occluded by geometry
public bool Reflections { get; set; }
Allow this sound to trace reflections, allowing it to be heard indirectly
public bool AirAbsorption { get; set; }
Allow this sound to be absorbed by air
public bool Transmission { get; set; }
Allow this sound to be transmitted through geometry
public float OcclusionRadius { get; set; }
The radius of this sound's occlusion in inches.
public bool DistanceAttenuation { get; set; }
Should the sound fade out over distance
public float Distance { get; set; }
How many units the sound can be heard from.
public Curve Falloff { get; set; }
The falloff curve for the sound.
public MixerHandle DefaultMixer { get; set; }
Default mixer to play this sound with if one isn't provided on play.
public int GetHashCode( )
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public bool Equals( object obj )
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public Type GetType( )
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public string ToString( )
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public string ResourceName { get; }
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public string ResourcePath { get; }
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public int ResourceId { get; }
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public SoundEvent( string soundName, float volume = 0.5 )
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public void Deserialize( JsonObject jso )
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public void LoadFromJson( string json )
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public JsonObject Serialize( )
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public IEnumerable<string> GetReferencedPackages( )
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public void StateHasChanged( )
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public bool HasUnsavedChanges { get; }
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public SoundEvent( )
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public bool IsValid { get; }
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public int ResourceVersion { get; }
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