True if all sounds played by the AudioSource, such as main sound started by Play() or playOnAwake, and one-shots are culled by ...
Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
Controls the game sound volume (0.0 to 1.0).
Plays system beep sound.
The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener.
Rolloff modes that a 3D sound can have in an audio source.
Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound fu...
Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.
The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio.
Force audioclips to mono sound type, so all audio plays through a single channel.
Use this mode when you want to lower the volume of your sound over the distance.
(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all...
Changes the time at which a sound that has already been scheduled to play will start.
Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio.
The length of the DSP buffer in samples determining the latency of sounds by the audio output device.
The current maximum number of simultaneously audible sounds in the game.
The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing.
The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing freq...
Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or backgr...
The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.
The paused state of the audio system.
The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
This class encapsulates properties and methods to handle audio output thread on iOS/Android.
Returns the number of channels in the audio track. For example, if the audio track is a stereo track, this function returns 2.
Get the audio track sampling rate in hertz (Hz).
No reverb preset selected.
Get the mixer's buffer size in samples.
Provides the block of audio frequencies (spectrum data) of the AudioSource that is currently playing.
This makes the audio source not take into account the volume of the audio listener.
Checks if the audio clip is looping
The pitch of the audio source.
Plays the clip.
Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) functio...
Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.
Enables or disables spatialization.
The volume of the audio source (0.0 to 1.0).
Get a rect for an Editor control.
Invokes a static callback method when the Unity Editor attempts to open an asset.
Stops or allows audio from other applications to play in the background while your Unity application is running.
Declares that a field or property is associated with nested UXML objects.
Gets the number of audio tracks that are embedded in the video clip. (Read Only).
The VideoPlayer invokes this event when a new frame is ready to be displayed.
Contact information for the wheel, reported by WheelCollider.
A container for audio data.
Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
Specifies the current properties or desired properties to be set for the audio system.
Representation of a listener in 3D space.
Reverb Zones are used when you want to create location based ambient effects in the Scene.
A representation of audio sources in 3D.
The length of the video clip in seconds. (Read Only).
The VideoPlayer emits this event when the video starts to play.
The presentation time of the currently available frame in VideoPlayer.texture in seconds.
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