using System.Collections.Generic; using UnityEngine; namespace DarkTonic.MasterAudio { public class DynamicSoundGroup : MonoBehaviour { public GameObject variationTemplate; public bool useClipAgePriority; public bool alwaysHighestPriority; public float groupMasterVolume = 1f; public int retriggerPercentage = 50; public MasterAudioGroup.VariationSequence curVariationSequence; public bool useNoRepeatRefill = true; public bool useInactivePeriodPoolRefill; public float inactivePeriodSeconds = 5f; public MasterAudioGroup.VariationMode curVariationMode; public MasterAudio.AudioLocation bulkVariationMode; public float chainLoopDelayMin; public float chainLoopDelayMax; public MasterAudioGroup.ChainedLoopLoopMode chainLoopMode; public int chainLoopNumLoops; public bool useDialogFadeOut; public float dialogFadeOutTime = 0.5f; public string comments; public bool logSound; public bool soundPlayedEventActive; public string soundPlayedCustomEvent = string.Empty; public int busIndex = -1; public bool ignoreListenerPause; [Range(0f, 10f)] public int importance = 5; public bool isUninterruptible; public MasterAudio.ItemSpatialBlendType spatialBlendType = MasterAudio.ItemSpatialBlendType.ForceTo3D; public float spatialBlend = 1f; public MasterAudio.DefaultGroupPlayType groupPlayType; public string busName = string.Empty; public bool isExistingBus; public bool isCopiedFromDGSC; public MasterAudioGroup.LimitMode limitMode; public int limitPerXFrames = 1; public float minimumTimeBetween = 0.1f; public bool limitPolyphony; public int voiceLimitCount = 1; public MasterAudioGroup.TargetDespawnedBehavior targetDespawnedBehavior = MasterAudioGroup.TargetDespawnedBehavior.FadeOut; public float despawnFadeTime = 0.3f; public bool isUsingOcclusion; public bool willOcclusionOverrideRaycastOffset; public float occlusionRayCastOffset; public bool willOcclusionOverrideFrequencies; public float occlusionMaxCutoffFreq; public float occlusionMinCutoffFreq = 22000f; public bool copySettingsExpanded; public bool expandLinkedGroups; public List childSoundGroups = new List(); public List endLinkedGroups = new List(); public MasterAudio.LinkedGroupSelectionType linkedStartGroupSelectionType; public MasterAudio.LinkedGroupSelectionType linkedStopGroupSelectionType; public List groupVariations = new List(); } }