My Project 0.2.0
This is a Unity Audio plugin using a ScriptableObject architecture. Featuring an autonomous SoundManager capable of referencing, playing and modifying currently played assets
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EliottChen.ScriptableAudioSystem.AudioAsset Class Reference

Represent an audio asset, separated from its configurations, think of it like what is played. More...

Public Member Functions

virtual void A_Play ()
virtual void A_PlayAtPos (Transform pTransformPos)
virtual void A_PlayAtPosVector (Vector3 pPos)
virtual void A_PlayAndFollowTransform (Transform pTransform)

Protected Member Functions

virtual IAudioInstanceStrategy GetStrategy ()
virtual void InitBeforePlay ()
AudioInstance Play ()
 Pulls an Audio Instance in the AudioManager and attribute the clip in parameterss.
AudioInstance Play (Transform pPos)
AudioInstance Play (Vector3 pPosition)

Protected Attributes

AudioClip[] m_audioSource
AudioConfigurationSO m_config

Properties

AudioConfigurationSO Config [get]

Detailed Description

Represent an audio asset, separated from its configurations, think of it like what is played.

Member Function Documentation

◆ Play()

AudioInstance EliottChen.ScriptableAudioSystem.AudioAsset.Play ( )
protected

Pulls an Audio Instance in the AudioManager and attribute the clip in parameterss.

Returns
The AudioInstance picked by the AudioManager to play sound

The documentation for this class was generated from the following file:
  • Runtime/AudioAsset.cs