Class AudityTransportClip
One transport span: while the playhead is inside the clip, the named transport is anchored so its beat 0 sits at the clip’s start. Successive clips re-anchor (a tempo change is just the next clip).
Assembly: DarkEffekt.Audity.Timeline
Section titled “Assembly: DarkEffekt.Audity.Timeline”public class AudityTransportClip : PlayableAssetInheritance: System.Object -> UnityEngine.Object -> UnityEngine.ScriptableObject -> UnityEngine.Playables.PlayableAsset
Properties
Section titled “Properties”clipCaps
Section titled “clipCaps”public ClipCaps clipCaps { get; }Fields
Section titled “Fields”transportName
Section titled “transportName”[Tooltip("Transport channel to publish. Empty is the default channel every unauthored graph follows.")]public string transportName[Tooltip("Beats per minute of this span.")]public double bpmbeatsPerBar
Section titled “beatsPerBar”public int beatsPerBarphraseBars
Section titled “phraseBars”public int phraseBarsMethods
Section titled “Methods”CreatePlayable(PlayableGraph, GameObject)
Section titled “CreatePlayable(PlayableGraph, GameObject)”Implement this method to have your asset inject playables into the given graph.
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)Returns
Section titled “Returns”UnityEngine.Playables.Playable: The playable injected into the graph, or the root playable if multiple playables are injected.
Parameters
Section titled “Parameters”| Type | Name | Description |
|---|---|---|
UnityEngine.Playables.PlayableGraph |
graph | The graph to inject playables into. |
UnityEngine.GameObject |
owner | The game object which initiated the build. |