Files
2026-03-04 10:03:45 +08:00

112 lines
2.5 KiB
C#

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<string> childSoundGroups = new List<string>();
public List<string> endLinkedGroups = new List<string>();
public MasterAudio.LinkedGroupSelectionType linkedStartGroupSelectionType;
public MasterAudio.LinkedGroupSelectionType linkedStopGroupSelectionType;
public List<DynamicGroupVariation> groupVariations = new List<DynamicGroupVariation>();
}
}