Class SoundCatalogAsset
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
[CreateAssetMenu(menuName = "Survivor Roguelite Maker/Sound Catalog", fileName = "SoundCatalog", order = 21)]
public sealed class SoundCatalogAsset : ScriptableObject
- Inheritance
-
ObjectScriptableObjectSoundCatalogAsset
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
SoundCatalogAsset()
public SoundCatalogAsset()
Fields
CrossfadeSeconds
[Min(0)]
public float CrossfadeSeconds
Field Value
Cues
public List<SoundCue> Cues
Field Value
CustomEvents
[Tooltip("Cues for game-defined events by id (SimEvent.CustomId). Also replaces the cue of built-in events that carry that id.")]
public List<CustomEventSound> CustomEvents
Field Value
Ducking
public MusicDuckSettings Ducking
Field Value
EffectsGroup
public AudioMixerGroup EffectsGroup
Field Value
- AudioMixerGroup
HomingUsesMagicCue
[Tooltip("Homing ranged weapons use the magic cue unless overridden.")]
public bool HomingUsesMagicCue
Field Value
Keys
[Tooltip("Cue key played for each event and interface role. Empty keys stay silent.")]
public SoundCueKeys Keys
Field Value
LevelUpInWaveUsesShopMusic
[Tooltip("Field mode: level-up choices during a wave switch to the shop track instead of keeping the wave music.")]
public bool LevelUpInWaveUsesShopMusic
Field Value
Music
[Header("Music")]
public List<MusicTrack> Music
Field Value
MusicGroup
[Header("Optional mixer routing (unassigned = play directly)")]
public AudioMixerGroup MusicGroup
Field Value
- AudioMixerGroup
MusicVolume
[Range(0, 1)]
public float MusicVolume
Field Value
UiGroup
public AudioMixerGroup UiGroup
Field Value
- AudioMixerGroup
WeaponOverrides
[Tooltip("Weapon-specific fire sounds by weapon id prefix (e.g. magic weapons).")]
public List<WeaponSoundOverride> WeaponOverrides
Field Value
Methods
Find(string)
The cue with this key, or null.
public SoundCue Find(string key)
Parameters
keystring
Returns
Group(SoundBus)
public AudioMixerGroup Group(SoundBus bus)
Parameters
busSoundBus
Returns
- AudioMixerGroup
Invalidate()
Call after changing Cues from code.
public void Invalidate()
Track(MusicContext)
The first track for this context, or null.
public MusicTrack Track(MusicContext context)
Parameters
contextMusicContext