Factory for instantiating EffectInstance to be used internally or from other scripts.
Implement IAudioEffect on a MonoBehaviour and add the component to the same GameObject as an
AudioSource to process the audio source's signal with the effect. The audio source discovers the
component automatically, calls IAudioEffect.CreateInstance, and owns the returned EffectInstance.
Use AudioSource.GetEffectInstance to interact with the instance while it is playing.
IAudioEffects do not own any created EffectInstance instances,
and they don't try to store these for scripting.
If you want to serialize a reference to a IAudioEffect, use the Serializable
utility to store/load these references.
Additional resources: AudioSource.GetEffectInstance, ControlContext.AllocateEffect
| Method | Description |
|---|---|
| CreateInstance | Ask this interface to create an EffectInstance. |