Class SoundBus
The persistent storage for playback rules of a group of sounds.
Inheritance
Namespace: Stem
Assembly: Stem.dll
Syntax
[Serializable]
public class SoundBus : ISerializationCallbackReceiver
Properties
| Improve this Doc View SourceAllowVoiceStealing
The flag indicating whether the sound bus can stop the oldest playing sound and play the new one if Polyphony limit is exceeded.
Declaration
public bool AllowVoiceStealing { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean | True, if sound bus will be stopping the oldest playing sounds. False if the sound bus won't allow new sounds to play. |
Audible
The flag indicating if the sound bus can be heard.
Declaration
public bool Audible { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean | True, if the sound bus can be heard. False otherwise. |
Bank
The sound bank the sound bus belongs to.
Declaration
public SoundBank Bank { get; set; }
Property Value
| Type | Description |
|---|---|
| SoundBank | A reference to a sound bank. |
ID
The unique identifier for fast access to the sound bus.
Declaration
public int ID { get; }
Property Value
| Type | Description |
|---|---|
| System.Int32 | A unique identifier value of the sound bus. |
MixerGroup
The reference to an audio mixer group. Please refer to Unity Scripting Reference for details.
Declaration
public AudioMixerGroup MixerGroup { get; set; }
Property Value
| Type | Description |
|---|---|
| AudioMixerGroup | A reference to a mixer group. |
Muted
The flag indicating if the sound bus is muted and can't be heard.
Declaration
public bool Muted { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean | True, if the sound bus is muted. False otherwise. |
Remarks
This flag may be overridden by the Soloed flag, i.e. if the sound bus is simultaneously muted and soloed it'll be audible.
Name
The name of the sound bus. Used for fast search in corresponding sound bank.
Declaration
public string Name { get; set; }
Property Value
| Type | Description |
|---|---|
| System.String | Name of the sound bus. |
Polyphony
The number of maximum allowed simultaneously playing sounds in the sound bus.
Declaration
public byte Polyphony { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Byte | Number of allowed sounds. |
Soloed
The flag indicating if the sound bus is soloed. If set to true, all other non-solo sound buses won't be audible.
Declaration
public bool Soloed { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean | True, if the sound bus is soloed. False otherwise. |
Remarks
This flag may override the Muted flag, i.e. if the sound bus is simultaneously muted and soloed it'll be audible.
Unfolded
The flag indicating whether the sound bank inspector should show advanced settings for the sound bus.
Declaration
public bool Unfolded { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean | True, if advanced settings are shown. False otherwise. |
Remarks
This property is used only by the sound bank inspector and does nothing during runtime.
Volume
The volume of the sound bus.
Declaration
public float Volume { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single | Volume of the sound bus. Value must be in [0;1] range. |
Methods
| Improve this Doc View SourceOnAfterDeserialize()
Prepares sound for runtime use after deserialization.
Declaration
public void OnAfterDeserialize()
Remarks
This method is automatically called by Unity during deserialization process. Don't call it manually.
OnBeforeSerialize()
Prepares sound for serialization.
Declaration
public void OnBeforeSerialize()
Remarks
This method is automatically called by Unity during serialization process. Don't call it manually.