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 |
|
| 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 |
|
| 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. |