class SoundHandle
A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.
public Vector3 Position { get; set; }
Position of the sound.
public Rotation Rotation { get; set; }
The direction the sound is facing
public Transform Transform { get; set; }
This sound's transform
public float Volume { get; set; }
Volume of the sound.
public string Name { get; set; }
A debug name to help identify the sound
public float SpacialBlend { get; set; }
How 3d the sound should be. 0 means no 3d, 1 means fully
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 Curve Fadeout { get; set; }
The fadeout curve for when the sound stops.
public float Pitch { get; set; }
Pitch of the sound.
public bool IsPlaying { get; }
Whether the sound is currently playing or not.
public bool Paused { get; set; }
Whether the sound is currently paused or not.
public bool Finished { get; set; }
Sound is done
public bool Reflections { get; set; }
Enable the sound reflecting off surfaces
public bool Occlusion { get; set; }
Allow this sound to be occluded by geometry etc
public float OcclusionRadius { get; set; }
The radius of this sound's occlusion, allow for partial occlusion
public bool DistanceAttenuation { get; set; }
Should the sound fade out over distance
public bool AirAbsorption { get; set; }
Should the sound get absorbed by air, so it sounds different at distance
public bool Transmission { get; set; }
Should the sound transmit through walls, doors etc
public Mixer TargetMixer { get; set; }
Which mixer do we want to write to
public int SampleRate { get; }
How many samples per second?
public bool IsStopped { get; }
True if the sound has been stopped
public bool ListenLocal { get; set; }
Place the listener at 0,0,0 facing 1,0,0.
public bool Loopback { get; set; }
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!
public float Amplitude { get; set; }
Measure of audio loudness.
public bool FollowParent { get; set; }
Update our position every frame relative to our parent
public Transform LocalTransform { get; set; }
If we're following a parent, our position will be this relative to them.
public SoundHandle.LipSyncAccessor LipSync { get; }
Access lipsync processing.
public int GetHashCode( )
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public string ToString( )
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public Type GetType( )
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public void ClearParent( )
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public void Dispose( )
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public void Update( )
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public float Decibels { get; set; }
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public bool IsValid { get; }
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public void Stop( float fadeTime = 0 )
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public float ElapsedTime { get; }
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public static void GetActive( List<SoundHandle> handles )
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public bool Equals( object obj )
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