ClockStone Audio Toolkit for Unity - Documentation
AudioControllerPlayAudioItem Method |
Plays a specific AudioItem.
Namespace: (Default Namespace)
Assembly: AudioToolkit (in AudioToolkit.dll) Version: 8.2.0.0 (8.2.0.0)
Syntax
C#
public AudioObject PlayAudioItem( AudioItem sndItem, float volume, Vector3 worldPosition, Transform parentObj = null, float delay = 0f, float startTime = 0f, bool playWithoutAudioObject = false, AudioObject useExistingAudioObj = null, double dspTime = 0, bool playAsMusicOrAmbienceSound = false, float startVolumeMultiplier = 1f )
Parameters
- sndItem
- Type: (Default Namespace)AudioItem
the AudioItem - volume
- Type: SystemSingle
the volume - worldPosition
- Type: Vector3
the world position - parentObj (Optional)
- Type: Transform
the parent object, or null - delay (Optional)
- Type: SystemSingle
the delay in seconds - startTime (Optional)
- Type: SystemSingle
the start time seconds - playWithoutAudioObject (Optional)
- Type: SystemBoolean
if trueplays the audio by using the Unity function PlayOneShot without creating an audio game object. Allows playing audios from within the Unity inspector. - useExistingAudioObj (Optional)
- Type: (Default Namespace)AudioObject
if specified this existing audio object is used instead of creating a new AudioObject - dspTime (Optional)
- Type: SystemDouble
The high precision DSP time at which to schedule playing the audio [default=0] - playAsMusicOrAmbienceSound (Optional)
- Type: SystemBoolean
Determines if it is effected by sound muting [default=false] - startVolumeMultiplier (Optional)
- Type: SystemSingle
allows to adjust the start volume if e.g. a FadeOut will follow immediately after
Return Value
Type: AudioObjectThe created AudioObject or null
Remarks
This function is used by the editor extension and is normally not required for application developers.
Use Play(String) instead.
See Also