372 lines
12 KiB
Lua
372 lines
12 KiB
Lua
---@meta
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--
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--An implementation of IPlayable that controls an AudioClip.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioClipPlayable: System.ValueType
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioClipPlayable = {}
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--
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--A AudioClipPlayable linked to the PlayableGraph.
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--
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--```plaintext
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--Params: graph - The PlayableGraph that will contain the new AnimationLayerMixerPlayable.
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-- clip - The AudioClip that will be added in the PlayableGraph.
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-- looping - True if the clip should loop, false otherwise.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param graph UnityEngine.Playables.PlayableGraph
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---@param clip UnityEngine.AudioClip
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---@param looping bool
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---@return AudioClipPlayable
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function CS.UnityEngine.Audio.AudioClipPlayable:Create(graph, clip, looping) end
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---@source UnityEngine.AudioModule.dll
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---@return PlayableHandle
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function CS.UnityEngine.Audio.AudioClipPlayable.GetHandle() end
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---@source UnityEngine.AudioModule.dll
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---@param playable UnityEngine.Audio.AudioClipPlayable
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---@return Playable
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function CS.UnityEngine.Audio.AudioClipPlayable:op_Implicit(playable) end
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---@source UnityEngine.AudioModule.dll
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---@param playable UnityEngine.Playables.Playable
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---@return AudioClipPlayable
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function CS.UnityEngine.Audio.AudioClipPlayable:op_Explicit(playable) end
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---@source UnityEngine.AudioModule.dll
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---@param other UnityEngine.Audio.AudioClipPlayable
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---@return Boolean
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function CS.UnityEngine.Audio.AudioClipPlayable.Equals(other) end
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---@source UnityEngine.AudioModule.dll
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---@return AudioClip
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function CS.UnityEngine.Audio.AudioClipPlayable.GetClip() end
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---@source UnityEngine.AudioModule.dll
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---@param value UnityEngine.AudioClip
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function CS.UnityEngine.Audio.AudioClipPlayable.SetClip(value) end
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---@source UnityEngine.AudioModule.dll
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---@return Boolean
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function CS.UnityEngine.Audio.AudioClipPlayable.GetLooped() end
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---@source UnityEngine.AudioModule.dll
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---@param value bool
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function CS.UnityEngine.Audio.AudioClipPlayable.SetLooped(value) end
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---@source UnityEngine.AudioModule.dll
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---@return Boolean
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function CS.UnityEngine.Audio.AudioClipPlayable.IsPlaying() end
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---@source UnityEngine.AudioModule.dll
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---@return Boolean
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function CS.UnityEngine.Audio.AudioClipPlayable.IsChannelPlaying() end
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---@source UnityEngine.AudioModule.dll
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---@return Double
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function CS.UnityEngine.Audio.AudioClipPlayable.GetStartDelay() end
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---@source UnityEngine.AudioModule.dll
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---@return Double
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function CS.UnityEngine.Audio.AudioClipPlayable.GetPauseDelay() end
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---@source UnityEngine.AudioModule.dll
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---@param startTime double
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---@param startDelay double
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function CS.UnityEngine.Audio.AudioClipPlayable.Seek(startTime, startDelay) end
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---@source UnityEngine.AudioModule.dll
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---@param startTime double
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---@param startDelay double
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---@param duration double
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function CS.UnityEngine.Audio.AudioClipPlayable.Seek(startTime, startDelay, duration) end
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--
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--The mode in which an AudioMixer should update its time.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioMixerUpdateMode: System.Enum
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--
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--Update the AudioMixer with scaled game time.
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--
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---@source UnityEngine.AudioModule.dll
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---@field Normal UnityEngine.Audio.AudioMixerUpdateMode
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--
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--Update the AudioMixer with unscaled realtime.
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--
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---@source UnityEngine.AudioModule.dll
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---@field UnscaledTime UnityEngine.Audio.AudioMixerUpdateMode
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioMixerUpdateMode = {}
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---@source
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---@param value any
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---@return UnityEngine.Audio.AudioMixerUpdateMode
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function CS.UnityEngine.Audio.AudioMixerUpdateMode:__CastFrom(value) end
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--
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--AudioMixer asset.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioMixer: UnityEngine.Object
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--
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--Routing target.
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--
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---@source UnityEngine.AudioModule.dll
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---@field outputAudioMixerGroup UnityEngine.Audio.AudioMixerGroup
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--
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--How time should progress for this AudioMixer. Used during Snapshot transitions.
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--
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---@source UnityEngine.AudioModule.dll
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---@field updateMode UnityEngine.Audio.AudioMixerUpdateMode
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioMixer = {}
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--
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--The snapshot identified by the name.
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--
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--```plaintext
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--Params: name - Name of snapshot object to be returned.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param name string
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---@return AudioMixerSnapshot
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function CS.UnityEngine.Audio.AudioMixer.FindSnapshot(name) end
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--
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--Groups in the mixer whose paths match the specified search path.
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--
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--```plaintext
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--Params: subPath - Sub-string of the paths to be matched.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param subPath string
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function CS.UnityEngine.Audio.AudioMixer.FindMatchingGroups(subPath) end
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--
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--Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location.
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--
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--```plaintext
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--Params: snapshots - The set of snapshots to be mixed.
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-- weights - The mix weights for the snapshots specified.
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-- timeToReach - Relative time after which the mixture should be reached from any current state.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param snapshots UnityEngine.Audio.AudioMixerSnapshot[]
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---@param weights float[]
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---@param timeToReach float
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function CS.UnityEngine.Audio.AudioMixer.TransitionToSnapshots(snapshots, weights, timeToReach) end
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--
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--Returns false if the exposed parameter was not found or snapshots are currently being edited.
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--
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--```plaintext
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--Params: name - Name of exposed parameter.
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-- value - New value of exposed parameter.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param name string
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---@param value float
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---@return Boolean
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function CS.UnityEngine.Audio.AudioMixer.SetFloat(name, value) end
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--
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--Returns false if the parameter was not found or could not be set.
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--
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--```plaintext
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--Params: name - Exposed parameter.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param name string
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---@return Boolean
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function CS.UnityEngine.Audio.AudioMixer.ClearFloat(name) end
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---@source UnityEngine.AudioModule.dll
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---@param name string
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---@param value float
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---@return Boolean
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function CS.UnityEngine.Audio.AudioMixer.GetFloat(name, value) end
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--
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--Object representing a group in the mixer.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioMixerGroup: UnityEngine.Object
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---@source UnityEngine.AudioModule.dll
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---@field audioMixer UnityEngine.Audio.AudioMixer
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioMixerGroup = {}
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--
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--An implementation of IPlayable that controls an audio mixer.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioMixerPlayable: System.ValueType
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioMixerPlayable = {}
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---@source UnityEngine.AudioModule.dll
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---@param graph UnityEngine.Playables.PlayableGraph
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---@param inputCount int
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---@param normalizeInputVolumes bool
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---@return AudioMixerPlayable
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function CS.UnityEngine.Audio.AudioMixerPlayable:Create(graph, inputCount, normalizeInputVolumes) end
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---@source UnityEngine.AudioModule.dll
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---@return PlayableHandle
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function CS.UnityEngine.Audio.AudioMixerPlayable.GetHandle() end
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---@source UnityEngine.AudioModule.dll
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---@param playable UnityEngine.Audio.AudioMixerPlayable
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---@return Playable
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function CS.UnityEngine.Audio.AudioMixerPlayable:op_Implicit(playable) end
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---@source UnityEngine.AudioModule.dll
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---@param playable UnityEngine.Playables.Playable
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---@return AudioMixerPlayable
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function CS.UnityEngine.Audio.AudioMixerPlayable:op_Explicit(playable) end
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---@source UnityEngine.AudioModule.dll
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---@param other UnityEngine.Audio.AudioMixerPlayable
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---@return Boolean
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function CS.UnityEngine.Audio.AudioMixerPlayable.Equals(other) end
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--
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--Object representing a snapshot in the mixer.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioMixerSnapshot: UnityEngine.Object
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---@source UnityEngine.AudioModule.dll
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---@field audioMixer UnityEngine.Audio.AudioMixer
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioMixerSnapshot = {}
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--
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--Performs an interpolated transition towards this snapshot over the time interval specified.
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--
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--```plaintext
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--Params: timeToReach - Relative time after which this snapshot should be reached from any current state.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param timeToReach float
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function CS.UnityEngine.Audio.AudioMixerSnapshot.TransitionTo(timeToReach) end
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--
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--A PlayableBinding that contains information representing an AudioPlayableOutput.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioPlayableBinding: object
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioPlayableBinding = {}
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--
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--Returns a PlayableBinding that contains information that is used to create an AudioPlayableOutput.
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--
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--```plaintext
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--Params: key - A reference to a UnityEngine.Object that acts as a key for this binding.
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-- name - The name of the AudioPlayableOutput.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param name string
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---@param key UnityEngine.Object
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---@return PlayableBinding
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function CS.UnityEngine.Audio.AudioPlayableBinding:Create(name, key) end
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--
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--A IPlayableOutput implementation that will be used to play audio.
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--
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---@source UnityEngine.AudioModule.dll
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---@class UnityEngine.Audio.AudioPlayableOutput: System.ValueType
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--
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--Returns an invalid AudioPlayableOutput.
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--
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---@source UnityEngine.AudioModule.dll
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---@field Null UnityEngine.Audio.AudioPlayableOutput
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---@source UnityEngine.AudioModule.dll
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CS.UnityEngine.Audio.AudioPlayableOutput = {}
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--
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--A new AudioPlayableOutput attached to the PlayableGraph.
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--
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--```plaintext
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--Params: graph - The PlayableGraph that will contain the AnimationPlayableOutput.
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-- name - The name of the output.
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-- target - The AudioSource that will play the AudioPlayableOutput source Playable.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param graph UnityEngine.Playables.PlayableGraph
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---@param name string
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---@param target UnityEngine.AudioSource
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---@return AudioPlayableOutput
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function CS.UnityEngine.Audio.AudioPlayableOutput:Create(graph, name, target) end
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---@source UnityEngine.AudioModule.dll
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---@return PlayableOutputHandle
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function CS.UnityEngine.Audio.AudioPlayableOutput.GetHandle() end
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---@source UnityEngine.AudioModule.dll
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---@param output UnityEngine.Audio.AudioPlayableOutput
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---@return PlayableOutput
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function CS.UnityEngine.Audio.AudioPlayableOutput:op_Implicit(output) end
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---@source UnityEngine.AudioModule.dll
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---@param output UnityEngine.Playables.PlayableOutput
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---@return AudioPlayableOutput
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function CS.UnityEngine.Audio.AudioPlayableOutput:op_Explicit(output) end
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---@source UnityEngine.AudioModule.dll
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---@return AudioSource
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function CS.UnityEngine.Audio.AudioPlayableOutput.GetTarget() end
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---@source UnityEngine.AudioModule.dll
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---@param value UnityEngine.AudioSource
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function CS.UnityEngine.Audio.AudioPlayableOutput.SetTarget(value) end
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--
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--Returns true if the output plays when seeking. Returns false otherwise.
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--
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---@source UnityEngine.AudioModule.dll
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---@return Boolean
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function CS.UnityEngine.Audio.AudioPlayableOutput.GetEvaluateOnSeek() end
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--
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--Controls whether the output should play when seeking.
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--
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--```plaintext
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--Params: value - Set to true to play the output when seeking. Set to false to disable audio scrubbing on this output. Default is true.
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--
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--```
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--
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---@source UnityEngine.AudioModule.dll
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---@param value bool
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function CS.UnityEngine.Audio.AudioPlayableOutput.SetEvaluateOnSeek(value) end
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