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Class: AudioManager ​

csharp
public class AudioManager : ManagerBase<AudioManager>, ILogicUpdate

Fields ​

NameDeclarationDescription
defaultCurve`[Title("Volume Roll-offs", null, TitleAlignments.Left, true, true)]
public AnimationCurve defaultCurve`
gameBosspublic AudioMixerGroup gameBoss
gameEnvironmentpublic AudioMixerGroup gameEnvironment
gameOtherPlayerspublic AudioMixerGroup gameOtherPlayers
gameOtherspublic AudioMixerGroup gameOthers
gameSelfpublic AudioMixerGroup gameSelf
loudCurvepublic AnimationCurve loudCurve
masterpublic AudioMixerGroup master
mixerpublic AudioMixer mixer
musicpublic AudioMixerGroup music
sfxpublic AudioMixerGroup sfx
uipublic AudioMixerGroup ui

Properties ​

NameDeclarationDescription
shouldRegisterUpdatespublic 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:

NameTypeDescription
typeAudioType

Returns: bool

PlayUISound(AudioClip) ​

csharp
public void PlayUISound(AudioClip clip)

Parameters:

NameTypeDescription
clipUnityEngine.AudioClip

SetMasterVolumeMultiplier(float) ​

csharp
public void SetMasterVolumeMultiplier(float multiplier)

Parameters:

NameTypeDescription
multiplierfloat

SetupAudioSource(AudioSource, AudioType, AudioSpaceType, DewAudioRollOffType, bool) ​

csharp
public void SetupAudioSource(AudioSource source, AudioType type, AudioSpaceType space, DewAudioRollOffType rolloff, bool forceCriticalPriority)

Parameters:

NameTypeDescription
sourceUnityEngine.AudioSource
typeAudioType
spaceAudioSpaceType
rolloffDewAudioRollOffType
forceCriticalPrioritybool

UpdateMixerAttenuations() ​

csharp
public void UpdateMixerAttenuations()

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