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