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    Class AudioLayer.Background

    Audio category applicable to ones predominately used in the background, i.e. music and ambience.

    Inheritance
    Object
    AudioLayer
    AudioLayer.SubLayer
    AudioLayer.Background
    Inherited Members
    AudioLayer.SubLayer.DefaultGroup
    AudioLayer.VolumeParam
    AudioLayer.PitchParam
    AudioLayer.VolumeSaver
    AudioLayer.IsMutedSaver
    AudioLayer.VolumeDb
    AudioLayer.VolumePercent
    AudioLayer.Pitch
    AudioLayer.IsMuted
    AudioLayer.Dispose()
    Namespace: OmiyaGames.Audio
    Assembly: cs.temp.dll.dll
    Syntax
    [Serializable]
    public class Background : AudioLayer.SubLayer
    Remarks

    The MIT License (MIT)

    Copyright (c) 2022 Omiya Games

    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

    RevisionDescription
    Version: 0.1.0-exp.1
    Date: 2/27/2022
    Author: Taro Omiya
    Initial draft.
    Version: 1.0.0
    Date: 6/3/2022
    Author: Taro Omiya
    Adding properties and methods that utilizes to fade in and out BackgroundAudios. Also added a History tracker.

    Properties

    CurrentFile

    Grabs the currently-playing audio file from History.

    Declaration
    public AssetRef<BackgroundAudio> CurrentFile { get; }
    Property Value
    Type Description
    AssetRef<BackgroundAudio>

    CurrentPlayer

    Grabs the currently-playing audio file from History.

    Declaration
    public BackgroundAudio.Player CurrentPlayer { get; }
    Property Value
    Type Description
    BackgroundAudio.Player

    History

    Gets the history of BackgroundAudio played.

    Declaration
    public AudioHistory History { get; }
    Property Value
    Type Description
    AudioHistory
    Remarks

    No properties adds BackgroundAudio to this history tracker automatically. As such, if you're not using the helper methods within this class (e.g. ), don't forget to update this property as well.

    MixerGroupManager

    Gets the manager of s and handles which group BackgroundAudio.Player should play on.

    Declaration
    public MixerGroupManager MixerGroupManager { get; }
    Property Value
    Type Description
    MixerGroupManager

    PlayerManager

    Gets the manager of BackgroundAudio and the BackgroundAudio.Players generated by them.

    Declaration
    public AudioPlayerManager PlayerManager { get; }
    Property Value
    Type Description
    AudioPlayerManager

    Methods

    CreateManagers(Transform, String, AnimationCurve)

    Sets up PlayerManager and MixerGroupManager. Required to be called with OmiyaGames.Audio.AudioLayer.Setup.

    Declaration
    public void CreateManagers(Transform parentTransform, string gameObjectName, AnimationCurve percentToDbCurve)
    Parameters
    Type Name Description
    Transform parentTransform

    The transform to create a new under.

    String gameObjectName

    The name of the newly created .

    AnimationCurve percentToDbCurve

    The curve used to convert a fraction from 0 to 1, to decibels.

    FadeInCurrentPlayingCoroutine(FadeInArgs, AudioLayer.Background.OnCoroutineFinished)

    Fades in the currently-playing audio in this layer.

    Declaration
    public IEnumerator FadeInCurrentPlayingCoroutine(FadeInArgs fadeInArgs = null, AudioLayer.Background.OnCoroutineFinished onFinish = null)
    Parameters
    Type Name Description
    FadeInArgs fadeInArgs
    AudioLayer.Background.OnCoroutineFinished onFinish
    Returns
    Type Description
    IEnumerator

    FadeOutCurrentPlaying(FadeOutArgs, BackgroundAudio.Player[])

    Fades out the currently-playing audio in this layer.

    Declaration
    public void FadeOutCurrentPlaying(FadeOutArgs fadeOutArgs = null, params BackgroundAudio.Player[] except)
    Parameters
    Type Name Description
    FadeOutArgs fadeOutArgs

    Details on how to fade-out, e.g. how long it should last.

    BackgroundAudio.Player[] except

    Players not to fade out.

    GetCurrentPlayer(AudioPlayerManager.AudioState)

    Grab the first player associated with CurrentFile

    Declaration
    public BackgroundAudio.Player GetCurrentPlayer(AudioPlayerManager.AudioState state = AudioPlayerManager.AudioState.All)
    Parameters
    Type Name Description
    AudioPlayerManager.AudioState state

    The state to filter players by.

    Returns
    Type Description
    BackgroundAudio.Player

    The first BackgroundAudio.Players with the same state as state.

    Remarks

    Order (and thus, what's determined as "the first player") is dependent upon , and which player is running on which layer.

    GetCurrentPlayers(AudioPlayerManager.AudioState)

    Grab all the players associated with CurrentFile

    Declaration
    public List<BackgroundAudio.Player> GetCurrentPlayers(AudioPlayerManager.AudioState state = AudioPlayerManager.AudioState.All)
    Parameters
    Type Name Description
    AudioPlayerManager.AudioState state

    The state to filter players by.

    Returns
    Type Description
    List<BackgroundAudio.Player>

    All the currently active BackgroundAudio.Players with the same state as state.

    PlayNextCoroutine(AssetRef<BackgroundAudio>, FadeInArgs, FadeOutArgs, AudioLayer.Background.OnCoroutineFinished)

    Coroutine to fade in the next background audio. Also adds audioClip into the history if played.

    Declaration
    public IEnumerator PlayNextCoroutine(AssetRef<BackgroundAudio> audioClip, FadeInArgs fadeInArgs = null, FadeOutArgs fadeOutArgs = null, AudioLayer.Background.OnCoroutineFinished onFinish = null)
    Parameters
    Type Name Description
    AssetRef<BackgroundAudio> audioClip

    The clip to play

    FadeInArgs fadeInArgs

    Details on how to fade-in, e.g. how long it should last.

    FadeOutArgs fadeOutArgs

    Details on how to fade-out, e.g. how long it should last.

    AudioLayer.Background.OnCoroutineFinished onFinish

    Triggers as soon as this coroutine finishes, with a reference to the player that will be faded in.

    Returns
    Type Description
    IEnumerator

    A coroutine for loading audioClip.

    Remarks

    This coroutine needs to be yielded on regardless of whether audioClip points to an addressable or not.

    Exceptions
    Type Condition
    ArgumentNullException

    If audioClip's CurrentState is Null.

    PlayPreviousCoroutine(FadeInArgs, FadeOutArgs, AudioLayer.Background.OnCoroutineFinished)

    Coroutine to fade in the previous background audio in History, if any. Also removes the newest clip from the history, if played.

    Declaration
    public IEnumerator PlayPreviousCoroutine(FadeInArgs fadeInArgs = null, FadeOutArgs fadeOutArgs = null, AudioLayer.Background.OnCoroutineFinished onFinish = null)
    Parameters
    Type Name Description
    FadeInArgs fadeInArgs

    Details on how to fade-in, e.g. how long it should last.

    FadeOutArgs fadeOutArgs

    Details on how to fade-out, e.g. how long it should last.

    AudioLayer.Background.OnCoroutineFinished onFinish

    Triggers as soon as this coroutine finishes, with a reference to the player that will be faded in. The parameter will be null if audioClip isn't played (e.g. there isn't an audio clip in the history.)

    Returns
    Type Description
    IEnumerator

    A coroutine for loading the previous BackgroundAudio.

    Remarks

    This coroutine needs to be yielded on regardless of whether the previous clip points to an addressable or not.

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