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
Object
ScriptableObject
SoundCatalogAsset
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.name
Object.hideFlags

Constructors

SoundCatalogAsset()

public SoundCatalogAsset()

Fields

CrossfadeSeconds

[Min(0)]
public float CrossfadeSeconds

Field Value

float

Cues

public List<SoundCue> Cues

Field Value

List<SoundCue>

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

List<CustomEventSound>

Ducking

public MusicDuckSettings Ducking

Field Value

MusicDuckSettings

EffectsGroup

public AudioMixerGroup EffectsGroup

Field Value

AudioMixerGroup

HomingUsesMagicCue

[Tooltip("Homing ranged weapons use the magic cue unless overridden.")]
public bool HomingUsesMagicCue

Field Value

bool

Keys

[Tooltip("Cue key played for each event and interface role. Empty keys stay silent.")]
public SoundCueKeys Keys

Field Value

SoundCueKeys

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

bool

Music

[Header("Music")]
public List<MusicTrack> Music

Field Value

List<MusicTrack>

MusicGroup

[Header("Optional mixer routing (unassigned = play directly)")]
public AudioMixerGroup MusicGroup

Field Value

AudioMixerGroup

MusicVolume

[Range(0, 1)]
public float MusicVolume

Field Value

float

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

List<WeaponSoundOverride>

Methods

Find(string)

The cue with this key, or null.

public SoundCue Find(string key)

Parameters

key string

Returns

SoundCue

Group(SoundBus)

public AudioMixerGroup Group(SoundBus bus)

Parameters

bus SoundBus

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

context MusicContext

Returns

MusicTrack