Master Audio - AAA Sound Solution! v2024
The ultimate AAA audio config tool
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DarkTonic.MasterAudio.PersistentAudioSettings Class Reference

This class allows you to set defaults that each Master Audio prefab will use during its Start event when the Scene loads up, only if you set the values via code. Useful for setting global SFX and music levels, as well as other more granular settings. More...

Static Public Member Functions

static void SetBusVolume (string busName, float vol)
 Sets the bus's volume. During startup (Awake event), the Master Audio prefab will assign any buses that match to the levels you specify here. This will also set the Bus's Volume in the current Scene's Master Audio prefab, if a match exists. More...
 
static ? float GetBusVolume (string busName)
 Gets the bus volume (used by Master Audio prefab during Awake event to set persistent levels). More...
 
static void SetGroupVolume (string grpName, float vol)
 Sets the group's volume. During startup (Awake event), the Master Audio prefab will assign any Sound Groups that match to the levels you specify here. This will also set the Group's Volume in the current Scene's Master Audio prefab, if a match exists. More...
 
static ? float GetGroupVolume (string grpName)
 Gets the group volume (used by Master Audio prefab during Awake event to set persistent levels). More...
 

Properties

static ? bool MixerMuted [get, set]
 Gets or sets the persistent Master Mixer Muted value. If this value is set (via code), each Master Audio prefab will read from it and set the Master Mixer Muted value to this value, during the Scene's start event. This will also set the Master Mixer Muted value in the current Scene's Master Audio prefab, if any. More...
 
static ? float MixerVolume [get, set]
 Gets or sets the persistent Master Mixer Volume value. If this value is set (via code), each Master Audio prefab will read from it and set the Master Mixer Volume to this value, during the Scene's start event. This will also set the Master Mixer Volume in the current Scene's Master Audio prefab, if any. More...
 
static ? bool MusicMuted [get, set]
 Gets or sets the Master Playlist Muted value. If this value is set, each Master Audio prefab will read from it and set the Master Playlist Muted to this value, during the Scene's start event. This will also set the Master Playlist Muted value in the current Scene's Master Audio prefab, if any. More...
 
static ? float MusicVolume [get, set]
 Gets or sets the Master Playlist Volume. If this value is set, each Master Audio prefab will read from it and set the Master Playlist Volume to this value, during the Scene's start event. This will also set the Master Playlist Volume in the current Scene's Master Audio prefab, if any. More...
 

Detailed Description

This class allows you to set defaults that each Master Audio prefab will use during its Start event when the Scene loads up, only if you set the values via code. Useful for setting global SFX and music levels, as well as other more granular settings.

Member Function Documentation

◆ GetBusVolume()

static ? float DarkTonic.MasterAudio.PersistentAudioSettings.GetBusVolume ( string  busName)
static

Gets the bus volume (used by Master Audio prefab during Awake event to set persistent levels).

Returns
The group volume.
Parameters
busNameGroup name.

◆ GetGroupVolume()

static ? float DarkTonic.MasterAudio.PersistentAudioSettings.GetGroupVolume ( string  grpName)
static

Gets the group volume (used by Master Audio prefab during Awake event to set persistent levels).

Returns
The group volume.
Parameters
grpNameGroup name.

◆ SetBusVolume()

static void DarkTonic.MasterAudio.PersistentAudioSettings.SetBusVolume ( string  busName,
float  vol 
)
static

Sets the bus's volume. During startup (Awake event), the Master Audio prefab will assign any buses that match to the levels you specify here. This will also set the Bus's Volume in the current Scene's Master Audio prefab, if a match exists.

Parameters
busNameBus name
volVolume

◆ SetGroupVolume()

static void DarkTonic.MasterAudio.PersistentAudioSettings.SetGroupVolume ( string  grpName,
float  vol 
)
static

Sets the group's volume. During startup (Awake event), the Master Audio prefab will assign any Sound Groups that match to the levels you specify here. This will also set the Group's Volume in the current Scene's Master Audio prefab, if a match exists.

Parameters
grpNameGroup name
volVolume

Property Documentation

◆ MixerMuted

? bool DarkTonic.MasterAudio.PersistentAudioSettings.MixerMuted
staticgetset

Gets or sets the persistent Master Mixer Muted value. If this value is set (via code), each Master Audio prefab will read from it and set the Master Mixer Muted value to this value, during the Scene's start event. This will also set the Master Mixer Muted value in the current Scene's Master Audio prefab, if any.

The mixer mute setting.

◆ MixerVolume

? float DarkTonic.MasterAudio.PersistentAudioSettings.MixerVolume
staticgetset

Gets or sets the persistent Master Mixer Volume value. If this value is set (via code), each Master Audio prefab will read from it and set the Master Mixer Volume to this value, during the Scene's start event. This will also set the Master Mixer Volume in the current Scene's Master Audio prefab, if any.

The mixer volume.

◆ MusicMuted

? bool DarkTonic.MasterAudio.PersistentAudioSettings.MusicMuted
staticgetset

Gets or sets the Master Playlist Muted value. If this value is set, each Master Audio prefab will read from it and set the Master Playlist Muted to this value, during the Scene's start event. This will also set the Master Playlist Muted value in the current Scene's Master Audio prefab, if any.

The music mute setting.

◆ MusicVolume

? float DarkTonic.MasterAudio.PersistentAudioSettings.MusicVolume
staticgetset

Gets or sets the Master Playlist Volume. If this value is set, each Master Audio prefab will read from it and set the Master Playlist Volume to this value, during the Scene's start event. This will also set the Master Playlist Volume in the current Scene's Master Audio prefab, if any.

The mixer volume.


The documentation for this class was generated from the following file: