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    Class AudioManager

    A manager file that allows adjusting an from settings.

    Inheritance
    Object
    AudioManager
    Namespace: OmiyaGames.Audio
    Assembly: cs.temp.dll.dll
    Syntax
    public static class AudioManager
    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: 2/12/2022
    Author: Taro Omiya
    Initial verison.
    Version: 1.0.0-exp.1
    Date: 6/21/2022
    Author: Taro Omiya
    Adding more helper methods and documentation.

    Fields

    ADDRESSABLE_NAME

    Name of the addressable.

    Declaration
    public const string ADDRESSABLE_NAME = "AudioSettings"
    Field Value
    Type Description
    String

    CONFIG_NAME

    The configuration name stored in Editor Settings.

    Declaration
    public const string CONFIG_NAME = "com.omiyagames.audio"
    Field Value
    Type Description
    String

    SIDEBAR_PATH

    The name this settings will appear in the Project Setting's left-sidebar.

    Declaration
    public const string SIDEBAR_PATH = "Project/Omiya Games/Audio"
    Field Value
    Type Description
    String

    UXML_PATH

    Path to UXML file.

    Declaration
    public const string UXML_PATH = "Packages/com.omiyagames.audio/Editor/Audio.uxml"
    Field Value
    Type Description
    String

    Properties

    Ambience

    The background ambience layer. Allows playing and managing BackgroundAudio clips.

    Declaration
    public static AudioLayer.Background Ambience { get; }
    Property Value
    Type Description
    AudioLayer.Background

    Main

    The main layer of audio. This affects the volume and pitch of all audio sources wired to any layer in this manager.

    Declaration
    public static AudioLayer Main { get; }
    Property Value
    Type Description
    AudioLayer

    Mixer

    The main mixer of this game.

    Declaration
    public static AudioMixer Mixer { get; }
    Property Value
    Type Description
    AudioMixer

    Music

    The background music layer. Allows playing and managing BackgroundAudio clips.

    Declaration
    public static AudioLayer.Background Music { get; }
    Property Value
    Type Description
    AudioLayer.Background

    MuteVolumeDb

    The volume considered low enough to be "mute" according to Mixer.

    Declaration
    public static float MuteVolumeDb { get; }
    Property Value
    Type Description
    Single

    SoundEffects

    The layer dedicated to sound effects. This affects the volume and pitch of any audio sources wired to DefaultUiGroup or DefaultGroup.

    Declaration
    public static AudioLayer.Spatial SoundEffects { get; }
    Property Value
    Type Description
    AudioLayer.Spatial

    Status

    Indicates whether the manager is either still in the middle of setting up, or is already setup.

    Declaration
    public static Data.Status Status { get; }
    Property Value
    Type Description
    Data.Status

    Voices

    The layer dedicated to voices. This affects the volume and pitch of any audio sources wired to DefaultUiGroup or DefaultGroup.

    Declaration
    public static AudioLayer.Spatial Voices { get; }
    Property Value
    Type Description
    AudioLayer.Spatial

    Methods

    CalculateClipLengthSeconds(AudioClip)

    Calculates how long an is, in seconds.

    Declaration
    public static double CalculateClipLengthSeconds(AudioClip clip)
    Parameters
    Type Name Description
    AudioClip clip

    Clip to calculate the duration of.

    Returns
    Type Description
    Double

    How long clip is, in seconds.

    Exceptions
    Type Condition
    ArgumentNullException

    If clip is null.

    CalculateTimeSample(AudioClip, Double)

    Calculates which a time stamp falls on .

    Declaration
    public static int CalculateTimeSample(AudioClip clip, double timeStamp)
    Parameters
    Type Name Description
    AudioClip clip

    Clip to process.

    Double timeStamp

    The timestamp on the clip, in seconds.

    Returns
    Type Description
    Int32

    The time sample timeStamp falls in.

    Exceptions
    Type Condition
    ArgumentNullException

    If clip is null

    ArgumentOutOfRangeException

    If timeStamp is negative or larger than the length of clip.

    ConvertPercentToVolumeDb(Single)

    Converts a fraction between 0 and 1 to decibels.

    Declaration
    public static float ConvertPercentToVolumeDb(float percent)
    Parameters
    Type Name Description
    Single percent

    The fraction between 0 and 1.

    Returns
    Type Description
    Single

    Equivalent decibel value.

    Setup(Boolean)

    Sets up this manager as a coroutine.

    Declaration
    public static IEnumerator Setup(bool forceSetup = false)
    Parameters
    Type Name Description
    Boolean forceSetup

    If set to true, forces setting up this manager from scratch. Otherwise, checks whether the manager has been setup or not; if not, runs the setup process.

    Returns
    Type Description
    IEnumerator

    Coroutine to setup this manager.

    Remarks

    Always, always call this method first before using this manager. It is OK to call this method multiple time.

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