◆ DeregisterActiveEmitter()
static void FMODUnity.StudioEventEmitter.DeregisterActiveEmitter |
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StudioEventEmitter | emitter | ) |
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◆ HandleGameEvent()
override void FMODUnity.StudioEventEmitter.HandleGameEvent |
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EmitterGameEvent | gameEvent | ) |
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◆ IsPlaying()
bool FMODUnity.StudioEventEmitter.IsPlaying |
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◆ Lookup()
void FMODUnity.StudioEventEmitter.Lookup |
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◆ OnApplicationQuit()
void FMODUnity.StudioEventEmitter.OnApplicationQuit |
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◆ OnDestroy()
override void FMODUnity.StudioEventEmitter.OnDestroy |
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◆ Play()
void FMODUnity.StudioEventEmitter.Play |
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◆ PlayInstance()
void FMODUnity.StudioEventEmitter.PlayInstance |
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◆ RegisterActiveEmitter()
static void FMODUnity.StudioEventEmitter.RegisterActiveEmitter |
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StudioEventEmitter | emitter | ) |
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◆ SetParameter() [1/2]
void FMODUnity.StudioEventEmitter.SetParameter |
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FMOD.Studio.PARAMETER_ID | id, |
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float | value, |
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bool | ignoreseekspeed = false ) |
◆ SetParameter() [2/2]
void FMODUnity.StudioEventEmitter.SetParameter |
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string | name, |
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float | value, |
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bool | ignoreseekspeed = false ) |
◆ Start()
override void FMODUnity.StudioEventEmitter.Start |
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◆ Stop()
void FMODUnity.StudioEventEmitter.Stop |
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◆ StopInstance()
void FMODUnity.StudioEventEmitter.StopInstance |
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◆ UpdateActiveEmitters()
static void FMODUnity.StudioEventEmitter.UpdateActiveEmitters |
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◆ UpdatePlayingStatus()
void FMODUnity.StudioEventEmitter.UpdatePlayingStatus |
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bool | force = false | ) |
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◆ activeEmitters
◆ AllowFadeout
bool FMODUnity.StudioEventEmitter.AllowFadeout = true |
◆ cachedParams
◆ Event
string FMODUnity.StudioEventEmitter.Event = "" |
◆ eventDescription
◆ EventPlayTrigger
◆ EventReference
◆ EventStopTrigger
◆ hasTriggered
bool FMODUnity.StudioEventEmitter.hasTriggered = false |
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◆ instance
◆ isOneshot
bool FMODUnity.StudioEventEmitter.isOneshot = false |
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◆ isQuitting
bool FMODUnity.StudioEventEmitter.isQuitting = false |
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◆ NonRigidbodyVelocity
bool FMODUnity.StudioEventEmitter.NonRigidbodyVelocity = false |
◆ OverrideAttenuation
bool FMODUnity.StudioEventEmitter.OverrideAttenuation = false |
◆ OverrideMaxDistance
float FMODUnity.StudioEventEmitter.OverrideMaxDistance = -1.0f |
◆ OverrideMinDistance
float FMODUnity.StudioEventEmitter.OverrideMinDistance = -1.0f |
◆ Params
◆ Preload
bool FMODUnity.StudioEventEmitter.Preload = false |
◆ SnapshotString
const string FMODUnity.StudioEventEmitter.SnapshotString = "snapshot" |
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◆ TriggerOnce
bool FMODUnity.StudioEventEmitter.TriggerOnce = false |
◆ EventDescription
◆ EventInstance
◆ IsActive
bool FMODUnity.StudioEventEmitter.IsActive |
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getprivate set |
◆ MaxDistance
float FMODUnity.StudioEventEmitter.MaxDistance |
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getprivate |
◆ PlayEvent
◆ StopEvent
The documentation for this class was generated from the following file: