Your search for "sound" resulted in 54 matches:

AudioSource.isVirtual

True if all sounds played by the AudioSource, such as main sound started by Play() or playOnAwake, and one-shots are culled by ...

AudioSource.panStereo

Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.

AudioListener.volume

Controls the game sound volume (0.0 to 1.0).

EditorApplication.Beep

Plays system beep sound.

AudioDistortionFilter

The Audio Distortion Filter distorts the sound from an AudioSource or sounds reaching the AudioListener.

AudioRolloffMode

Rolloff modes that a 3D sound can have in an audio source.

AudioSource.spatialBlend

Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound fu...

AudioClip.UnloadAudioData

Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.

AudioEchoFilter

The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio.

AudioImporter.forceToMono

Force audioclips to mono sound type, so all audio plays through a single channel.

AudioRolloffMode.Linear

Use this mode when you want to lower the volume of your sound over the distance.

AudioSource.maxDistance

(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.

AudioSource.SetScheduledEndTime

Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all...

AudioSource.SetScheduledStartTime

Changes the time at which a sound that has already been scheduled to play will start.

AudioSource.spread

Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.

DirectorUpdateMode.DSPClock

Update is based on DSP (Digital Sound Processing) clock. Use this for graphs that need to be synchronized with Audio.

AudioConfiguration.dspBufferSize

The length of the DSP buffer in samples determining the latency of sounds by the audio output device.

AudioConfiguration.numRealVoices

The current maximum number of simultaneously audible sounds in the game.

AudioConfiguration.numVirtualVoices

The maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing.

AudioLowPassFilter

The Audio Low Pass Filter passes low frequencies of an AudioSource or all sounds reaching an AudioListener, while removing freq...

AudioSource.ignoreListenerPause

Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or backgr...

AudioChorusFilter

The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.

AudioListener.pause

The paused state of the audio system.

AudioSource.reverbZoneMix

The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.

Mobile

This class encapsulates properties and methods to handle audio output thread on iOS/Android.

VideoClip.GetAudioChannelCount

Returns the number of channels in the audio track. For example, if the audio track is a stereo track, this function returns 2.

VideoClip.GetAudioSampleRate

Get the audio track sampling rate in hertz (Hz).

AudioReverbPreset.Off

No reverb preset selected.

AudioSettings.GetDSPBufferSize

Get the mixer's buffer size in samples.

AudioSource.GetSpectrumData

Provides the block of audio frequencies (spectrum data) of the AudioSource that is currently playing.

AudioSource.ignoreListenerVolume

This makes the audio source not take into account the volume of the audio listener.

AudioSource.loop

Checks if the audio clip is looping

AudioSource.pitch

The pitch of the audio source.

AudioSource.Play

Plays the clip.

AudioSource.PlayDelayed

Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) functio...

AudioSource.PlayScheduled

Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.

AudioSource.spatialize

Enables or disables spatialization.

AudioSource.volume

The volume of the audio source (0.0 to 1.0).

EditorGUILayout.GetControlRect

Get a rect for an Editor control.

OnOpenAssetAttribute

Invokes a static callback method when the Unity Editor attempts to open an asset.

PlayerSettings.muteOtherAudioSources

Stops or allows audio from other applications to play in the background while your Unity application is running.

UxmlObjectReferenceAttribute

Declares that a field or property is associated with nested UXML objects.

VideoClip.audioTrackCount

Gets the number of audio tracks that are embedded in the video clip. (Read Only).

VideoPlayer.frameReady

The VideoPlayer invokes this event when a new frame is ready to be displayed.

WheelHit

Contact information for the wheel, reported by WheelCollider.

AudioClip

A container for audio data.

AudioClip.Create

Creates a user AudioClip with a name and with the given length in samples, channels and frequency.

AudioConfiguration

Specifies the current properties or desired properties to be set for the audio system.

AudioListener

Representation of a listener in 3D space.

AudioReverbZone

Reverb Zones are used when you want to create location based ambient effects in the Scene.

AudioSource

A representation of audio sources in 3D.

VideoClip.length

The length of the video clip in seconds. (Read Only).

VideoPlayer.started

The VideoPlayer emits this event when the video starts to play.

VideoPlayer.time

The presentation time of the currently available frame in VideoPlayer.texture in seconds.


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