A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.
AirAbsorption |
Should the sound get absorbed by air, so it sounds different at distance |
Amplitude |
Measure of audio loudness. |
Decibelsobsolete |
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Distance |
How many units the sound can be heard from. |
DistanceAttenuation |
Should the sound fade out over distance |
ElapsedTimeobsolete |
|
Fadeout |
The fadeout curve for when the sound stops. |
Falloff |
The falloff curve for the sound. |
Finished |
Sound is done |
FollowParent |
Update our position every frame relative to our parent |
IsPlaying |
Whether the sound is currently playing or not. |
IsStopped |
True if the sound has been stopped |
IsValid |
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LipSync |
Access lipsync processing. |
ListenLocal |
Place the listener at 0,0,0 facing 1,0,0. |
LocalTransform |
If we're following a parent, our position will be this relative to them. |
Loopback |
If true, then this sound won't be played unless voice_loopback is 1. The assumption is that it's the
local user's voice. Amplitude and visme data will still be available! |
Name |
A debug name to help identify the sound |
Occlusion |
Allow this sound to be occluded by geometry etc |
OcclusionRadius |
The radius of this sound's occlusion, allow for partial occlusion |
Parent |
If set with a parent and <cref name="FollowParent" /> is true, we will update our position to match the parent's world position. You can use <cref name="LocalTransform" /> to set an offset from the parent's position.
Setting a parent also allows you to use GameObject.StopAllSounds on the parent to stop all sounds that are following it.
This is set automatically when calling <cref name="GameObject.PlaySound" /> on a GameObject, but you can set it manually if you want to change the parent of an existing sound handle. |
Paused |
Whether the sound is currently paused or not. |
Pitch |
Pitch of the sound. |
Position |
Position of the sound. |
Reflectionsobsolete |
Enable the sound reflecting off surfaces |
Rotation |
The direction the sound is facing |
SampleRate |
How many samples per second? |
SpacialBlend |
How 3d the sound should be. 0 means no 3d, 1 means fully |
TargetMixer |
Which mixer do we want to write to |
Time |
The current time of the playing sound in seconds.
Note: for some formats seeking may be expensive, and some may not support it at all. |
Transform |
This sound's transform |
Transmission |
Should the sound transmit through walls, doors etc |
Volume |
Volume of the sound. |