PowerQuest  0.15.3
SystemAudio Class Reference

Detailed Description

The PowerQuest Audio System. Provides convenient, 2d specific audio functionality, using audio cues.

Functions are accessable from Quest Scripts using 'Audio.' From other scripts, use the static functions from 'SystemAudio.'

Features:

  • This is an audio cue based system. You create an AudioCue in your project, set up which clips it plays and data like volume, pitch, etc. Then you play that "Cue".
  • Cues can be added to SystemAudio so that you can play them by name. Then it's as simple as calling "Audio.Play("gunshot");
  • Cues have a lot of controls for randomisation so common sounds don't get repetive: set min/max pitch, a list of clips to randomly choose from, and even string multiple cues together with random delays
  • Type based volume control: Flag cues with a type (eg SoundEffect, Music, Dialog), and then set those volumes seperately
  • Simple functions for playing music and an ambient loop and crossfading between them
  • Stop/Pause/Modify volume/pitch/pan, etc of currently playing sounds by their cue name, or the AudioHandle returned from the Play Function. eg: Audio.GetHandle("gunshot").pitch = 0.5f, Audio.Stop("gunshot");
  • Ducking of music when playing dialog
  • Simple 2d falloff and stereo control: Some basic controls set how sounds get quieter, and move left/right based on their position relative to the camera
  • Automatic pooling system for efficiency
  • Save/Restore audio state

Inherits SingletonAuto< SystemAudio >.

Inherited by Audio.

Static Public Member Functions

static void SetVolume (AudioCue.eAudioType type, float volume)
 Sets the volume (from 0.0 to 1.0) for audio of a particular type (eg: Sound effects, Music, Dialog) More...
 
static float GetVolume (AudioCue.eAudioType type)
 Retrieves the volume for audio of a particular type (eg: Sound effects, Music, Dialog) More...
 
static AudioCue GetCue (string cueName)
 Retrieves a sound cue by name. More...
 
static AudioHandle Play (string cueName, Transform emmitter=null)
 Play a cue by name. This is the main way to play sounds. If emmitter is set, the sound will falloff/pan as it goes off camera. More...
 
static AudioHandle Play (AudioCue cue, Transform emitter=null, float volumeMult=1, float pitchMult=1, float fromTime=0)
 Play the specified cue with extended options. If emmitter is set, the sound will falloff/pan as it goes off camera. Can also set volume and pitch overrides, and override the start time of the cue. More...
 
static AudioHandle Play (AudioCue cue, ref List< AudioHandle > handles, Transform emmitter=null, float volumeMult=1, float pitchMult=1, float fromTime=0)
 Advanced Play function with extended options, and returning a list of all handles started (for when multiple are started). If emmitter is set, the sound will falloff/pan as it goes off camera. Can also set volume and pitch overrides, and override the start time of the cue. More...
 
static AudioHandle Play (AudioClip clip, int type=(int) AudioCue.eAudioType.Sound, Transform emmitter=null, float volume=1, float pitch=1, bool loop=false, AudioMixerGroup mixerGroup=null)
 Plays a specific audio clip rather than an audio cue. More...
 
static void Pause (AudioHandle handle)
 Pauses the specified sound by it's handle. More...
 
static void UnPause (AudioHandle handle)
 Resumes the specified sound by it's handle. More...
 
static void Pause (string cueName)
 Pauses the specified sound by it's cue name. More...
 
static void UnPause (string cueName)
 Resumes the specified sound by it's cue name. More...
 
static AudioHandle GetHandle (string cueName)
 Gets a playing AudioHandle by its cue name. More...
 
static AudioHandle [] GetHandles (string cueName)
 Gets any currently playing AudioHandles by their cue name. More...
 
static void Stop (string cueName, float overTime=0)
 Stops the specified sound by it's cue name. More...
 
static void Stop (AudioHandle handle, float overTime=0)
 Stops the specified sound by it's handle. More...
 
static AudioHandle PlayMusic (string cueName, float fadeTime=0)
 Play a music track using the cue name, with optional crossfade time. More...
 
static AudioHandle PlayMusic (string cueName, float fadeOutTime, float fadeInTime)
 Play a music track using the cue name, with seperate fade out and fade in times. More...
 
static AudioHandle PlayMusic (AudioCue cue, float fadeTime=0)
 Play a music cue, with optional crossfade time. More...
 
static AudioHandle PlayMusic (AudioCue cue, float fadeOutTime, float fadeInTime)
 Play a music cue, with seperate fade out and fade in times. More...
 
static AudioSource PlayMusicSynced (string name, float fadeTime, float volumeOverride=0)
 Play a music track using the cue name, Crossfades beteween two music tracks, attempting to keep them synced (assumes identical length/tempo/etc). Optional volume multiplier. More...
 
static AudioSource PlayMusicSynced (AudioCue cue, float fadeTime, float volumeOverride=0)
 Crossfades beteween two music tracks, attempting to keep them synced (assumes identical length/tempo/etc). Optional volume multiplier. More...
 
static void StopMusic (float fadeTime=0)
 Stops the currently playing music, with optional fade out time. More...
 
static void PlayAmbientSound (string name, float fadeTime=0.4f)
 Plays an ambient sound by it's cue name, with optional fade time. Sound cue is assumed to be looping. More...
 
static void PlayAmbientSound (string name, float fadeoutTime, float fadeInTime)
 Plays an ambient sound by it's cue name, with seperate fade out and fade in times. Sound cue is assumed to be looping. More...
 
static void StopAmbientSound (float overTime=0.4f)
 Stops the current ambient sound cue, with optional fade time. More...
 
static void UpdateCustomFalloff (string cueName, Vector2 soundPos, Vector2 listenerPos, float closeDist, float farDist, float farVol=0, float closeVol=1, float farPan=0.7f)
 Sets a sound's volume and stereo pan based on distance to it. Use this function when you want sounds to be louder when standing near them, and quieter as you walk away. The function should be placed in your room's Update() function. eg. ~~~ void Update() More...
 

Public Member Functions

float GetVolume (AudioHandle source)
 Gets the base volume of a particular sound effect (usually use the AudioHandle for this) More...
 
void SetVolume (AudioHandle source, float volume)
 Sets the base volume of a particular sound effect (usually use the AudioHandle for this) More...
 
bool GetAnyMusicPlaying ()
 
float GetCueVolume (AudioCue cue, AudioClip specificClip=null)
 Advanced function to retrieve a cue's default volume. More...
 
void PauseAllSounds ()
 Advanced function that pauses all sounds (used when pausing game) More...
 
void ResumeAllSounds ()
 Advanced function that resumes all paused sounds (used when pausing game) More...
 
AudioHandle GetActiveMusicHandle ()
 Advanced function for retrieving the active music handle. More...
 
bool GetIsActiveMusic (AudioCue cue)
 Advanced function returns true if the passed cue is the active music. More...
 
bool EditorAddCue (AudioCue cue)
 Editor function for adding an audio cue to the list of cues playable by name. Primarily used by editor. Returns true if added, false if it already existed. More...
 
List< AudioCue > EditorGetAudioCues ()
 Editor function for retrieving all audio cues. More...
 
bool EditorGetAutoAddCues ()
 If set, any cues in the Audio folder will be automatically added (you don't have to click the button in the cue) More...
 
void StartFadeIn (AudioHandle handle, float time)
 Starts fading in a handle. In powerquest it's usually more convenient to use Audio.Play("MySound").FadeIn(overTime); More...
 
void StartFadeOut (AudioHandle handle, float time, bool stopOnFinish=false)
 Starts fading out a handle, optionally stopping it once faded out. In powerquest it's usually more convenient to use `Audio.Stop("MySound", overTime);. More...
 
void StartFade (AudioHandle handle, float targetVolume, float time, bool stopOnFinish=false)
 Starts fading a handle to the target volume, optionally stopping it once finished. In powerquest it's usually more convenient to use Audio.GetCue("MySound").Fade(targetVolume, overTime); More...
 

Member Function Documentation

◆ SetVolume() [1/2]

static void SetVolume ( AudioCue.eAudioType  type,
float  volume 
)
inlinestatic

Sets the volume (from 0.0 to 1.0) for audio of a particular type (eg: Sound effects, Music, Dialog)

◆ GetVolume() [1/2]

static float GetVolume ( AudioCue.eAudioType  type)
inlinestatic

Retrieves the volume for audio of a particular type (eg: Sound effects, Music, Dialog)

◆ GetVolume() [2/2]

float GetVolume ( AudioHandle  source)
inline

Gets the base volume of a particular sound effect (usually use the AudioHandle for this)

◆ SetVolume() [2/2]

void SetVolume ( AudioHandle  source,
float  volume 
)
inline

Sets the base volume of a particular sound effect (usually use the AudioHandle for this)

◆ GetCue()

static AudioCue GetCue ( string  cueName)
inlinestatic

Retrieves a sound cue by name.

◆ Play() [1/4]

static AudioHandle Play ( string  cueName,
Transform  emmitter = null 
)
inlinestatic

Play a cue by name. This is the main way to play sounds. If emmitter is set, the sound will falloff/pan as it goes off camera.

Eg: Audio.Play("Gunshot", C.Gunman.Instance);

◆ Play() [2/4]

static AudioHandle Play ( AudioCue  cue,
Transform  emitter = null,
float  volumeMult = 1,
float  pitchMult = 1,
float  fromTime = 0 
)
inlinestatic

Play the specified cue with extended options. If emmitter is set, the sound will falloff/pan as it goes off camera. Can also set volume and pitch overrides, and override the start time of the cue.

◆ Play() [3/4]

static AudioHandle Play ( AudioCue  cue,
ref List< AudioHandle handles,
Transform  emmitter = null,
float  volumeMult = 1,
float  pitchMult = 1,
float  fromTime = 0 
)
inlinestatic

Advanced Play function with extended options, and returning a list of all handles started (for when multiple are started). If emmitter is set, the sound will falloff/pan as it goes off camera. Can also set volume and pitch overrides, and override the start time of the cue.

◆ Play() [4/4]

static AudioHandle Play ( AudioClip  clip,
int  type = (int)AudioCue.eAudioType.Sound,
Transform  emmitter = null,
float  volume = 1,
float  pitch = 1,
bool  loop = false,
AudioMixerGroup  mixerGroup = null 
)
inlinestatic

Plays a specific audio clip rather than an audio cue.

◆ Pause() [1/2]

static void Pause ( AudioHandle  handle)
inlinestatic

Pauses the specified sound by it's handle.

◆ UnPause() [1/2]

static void UnPause ( AudioHandle  handle)
inlinestatic

Resumes the specified sound by it's handle.

◆ Pause() [2/2]

static void Pause ( string  cueName)
inlinestatic

Pauses the specified sound by it's cue name.

◆ UnPause() [2/2]

static void UnPause ( string  cueName)
inlinestatic

Resumes the specified sound by it's cue name.

◆ GetHandle()

static AudioHandle GetHandle ( string  cueName)
inlinestatic

Gets a playing AudioHandle by its cue name.

◆ GetHandles()

static AudioHandle [] GetHandles ( string  cueName)
inlinestatic

Gets any currently playing AudioHandles by their cue name.

◆ Stop() [1/2]

static void Stop ( string  cueName,
float  overTime = 0 
)
inlinestatic

Stops the specified sound by it's cue name.

◆ Stop() [2/2]

static void Stop ( AudioHandle  handle,
float  overTime = 0 
)
inlinestatic

Stops the specified sound by it's handle.

◆ PlayMusic() [1/4]

static AudioHandle PlayMusic ( string  cueName,
float  fadeTime = 0 
)
inlinestatic

Play a music track using the cue name, with optional crossfade time.

◆ PlayMusic() [2/4]

static AudioHandle PlayMusic ( string  cueName,
float  fadeOutTime,
float  fadeInTime 
)
inlinestatic

Play a music track using the cue name, with seperate fade out and fade in times.

◆ PlayMusic() [3/4]

static AudioHandle PlayMusic ( AudioCue  cue,
float  fadeTime = 0 
)
inlinestatic

Play a music cue, with optional crossfade time.

◆ PlayMusic() [4/4]

static AudioHandle PlayMusic ( AudioCue  cue,
float  fadeOutTime,
float  fadeInTime 
)
inlinestatic

Play a music cue, with seperate fade out and fade in times.

◆ PlayMusicSynced() [1/2]

static AudioSource PlayMusicSynced ( string  name,
float  fadeTime,
float  volumeOverride = 0 
)
inlinestatic

Play a music track using the cue name, Crossfades beteween two music tracks, attempting to keep them synced (assumes identical length/tempo/etc). Optional volume multiplier.

◆ PlayMusicSynced() [2/2]

static AudioSource PlayMusicSynced ( AudioCue  cue,
float  fadeTime,
float  volumeOverride = 0 
)
inlinestatic

Crossfades beteween two music tracks, attempting to keep them synced (assumes identical length/tempo/etc). Optional volume multiplier.

◆ StopMusic()

static void StopMusic ( float  fadeTime = 0)
inlinestatic

Stops the currently playing music, with optional fade out time.

◆ PlayAmbientSound() [1/2]

static void PlayAmbientSound ( string  name,
float  fadeTime = 0.4f 
)
inlinestatic

Plays an ambient sound by it's cue name, with optional fade time. Sound cue is assumed to be looping.

◆ PlayAmbientSound() [2/2]

static void PlayAmbientSound ( string  name,
float  fadeoutTime,
float  fadeInTime 
)
inlinestatic

Plays an ambient sound by it's cue name, with seperate fade out and fade in times. Sound cue is assumed to be looping.

◆ StopAmbientSound()

static void StopAmbientSound ( float  overTime = 0.4f)
inlinestatic

Stops the current ambient sound cue, with optional fade time.

◆ UpdateCustomFalloff()

static void UpdateCustomFalloff ( string  cueName,
Vector2  soundPos,
Vector2  listenerPos,
float  closeDist,
float  farDist,
float  farVol = 0,
float  closeVol = 1,
float  farPan = 0.7f 
)
inlinestatic

Sets a sound's volume and stereo pan based on distance to it. Use this function when you want sounds to be louder when standing near them, and quieter as you walk away. The function should be placed in your room's Update() function. eg. ~~~ void Update()

~~~

Parameters
cueNameCue name to fade.
soundPosThe location of the sound. Eg: P.Fireplace.LookAtPoint.
listenerPosThe location of the listener (usually the player). Eg: C.Player.Position.
closeDistHow close should the player be to the sound for it to be at maxVol. In game units.
farDistHow far should the player be from the sound for it to be at minVol. In game units.
farVolThe volume when the player is standing FAR from the sound (eg. quiet). From 0 to 1.
closeVolThe volume when the player is standing CLOSE to the sound (eg. loud). From 0 to 1.
farPanThe maximum amount to pan in stereo, when the player is FAR from the sound. From 0 to 1.

◆ GetCueVolume()

float GetCueVolume ( AudioCue  cue,
AudioClip  specificClip = null 
)
inline

Advanced function to retrieve a cue's default volume.

◆ PauseAllSounds()

void PauseAllSounds ( )
inline

Advanced function that pauses all sounds (used when pausing game)

◆ ResumeAllSounds()

void ResumeAllSounds ( )
inline

Advanced function that resumes all paused sounds (used when pausing game)

◆ GetActiveMusicHandle()

AudioHandle GetActiveMusicHandle ( )
inline

Advanced function for retrieving the active music handle.

◆ GetIsActiveMusic()

bool GetIsActiveMusic ( AudioCue  cue)
inline

Advanced function returns true if the passed cue is the active music.

◆ EditorAddCue()

bool EditorAddCue ( AudioCue  cue)
inline

Editor function for adding an audio cue to the list of cues playable by name. Primarily used by editor. Returns true if added, false if it already existed.

◆ EditorGetAudioCues()

List<AudioCue> EditorGetAudioCues ( )
inline

Editor function for retrieving all audio cues.

◆ EditorGetAutoAddCues()

bool EditorGetAutoAddCues ( )
inline

If set, any cues in the Audio folder will be automatically added (you don't have to click the button in the cue)

◆ StartFadeIn()

void StartFadeIn ( AudioHandle  handle,
float  time 
)
inline

Starts fading in a handle. In powerquest it's usually more convenient to use Audio.Play("MySound").FadeIn(overTime);

◆ StartFadeOut()

void StartFadeOut ( AudioHandle  handle,
float  time,
bool  stopOnFinish = false 
)
inline

Starts fading out a handle, optionally stopping it once faded out. In powerquest it's usually more convenient to use `Audio.Stop("MySound", overTime);.

◆ StartFade()

void StartFade ( AudioHandle  handle,
float  targetVolume,
float  time,
bool  stopOnFinish = false 
)
inline

Starts fading a handle to the target volume, optionally stopping it once finished. In powerquest it's usually more convenient to use Audio.GetCue("MySound").Fade(targetVolume, overTime);