Class AudityPlayBehaviour
The behaviour behind DarkEffekt.Audity.AuditySourcePlayable.Create(UnityEngine.Playables.PlayableGraph%2cDarkEffekt.Audity.AuditySource%2cSystem.Single%2cSystem.Single) and the timeline
Play Clip. Plays its source on the first processed frame, pushes the animated
parameter lanes every frame, stops when the playable’s authored duration is
reached (or when it is destroyed). At runtime an ordinary graph pause just
stops advancing - the sound keeps ringing, DAW-style; leaving the clip at its
tail or across a Timeline loop stops it. In editor preview every pause stops
the sound. The source comes from playerData when the output binds one
(Timeline), else from DarkEffekt.Audity.AudityPlayBehaviour.boundSource.
Assembly: DarkEffekt.Audity.Runtime
Section titled “Assembly: DarkEffekt.Audity.Runtime”[Serializable]public sealed class AudityPlayBehaviour : PlayableBehaviourInheritance: System.Object -> UnityEngine.Playables.PlayableBehaviour
Fields
Section titled “Fields”startQuantize
Section titled “startQuantize”[Tooltip("Hold the start on the transport grid (the timeline keeps advancing; the sound starts on the boundary).")]public AudityQuantize startQuantizememberA
Section titled “memberA”[Header("Animatable parameter lanes")][Tooltip("Member written by Value A. Key 'Value A' in the clip's curves.")]public string memberAvalueA
Section titled “valueA”public float valueAmemberB
Section titled “memberB”[Tooltip("Member written by Value B.")]public string memberBvalueB
Section titled “valueB”public float valueBfadeInSeconds
Section titled “fadeInSeconds”[NonSerialized]public float fadeInSecondsfadeOutSeconds
Section titled “fadeOutSeconds”[NonSerialized]public float fadeOutSecondsboundSource
Section titled “boundSource”Source used when the playable’s output binds none (code-built graphs).
[NonSerialized]public AuditySource boundSourceMethods
Section titled “Methods”ProcessFrame(Playable, FrameData, object)
Section titled “ProcessFrame(Playable, FrameData, object)”This function is called during the ProcessFrame phase of the PlayableGraph.
public override void ProcessFrame(Playable playable, FrameData info, object playerData)Parameters
Section titled “Parameters”| Type | Name | Description |
|---|---|---|
UnityEngine.Playables.Playable |
playable | The Playable that owns the current PlayableBehaviour. |
UnityEngine.Playables.FrameData |
info | A FrameData structure that contains information about the current frame context. |
System.Object |
playerData | The user data of the ScriptPlayableOutput that initiated the process pass. |
OnBehaviourPause(Playable, FrameData)
Section titled “OnBehaviourPause(Playable, FrameData)”This method is invoked when one of the following situations occurs:
The effective play state during traversal is changed to Playables.PlayState.Paused. This state is indicated by FrameData.effectivePlayState. The PlayableGraph is stopped while the playable play state is Playing. This state is indicated by PlayableGraph.IsPlaying returning true.public override void OnBehaviourPause(Playable playable, FrameData info)Parameters
Section titled “Parameters”| Type | Name | Description |
|---|---|---|
UnityEngine.Playables.Playable |
playable | The Playable that owns the current PlayableBehaviour. |
UnityEngine.Playables.FrameData |
info | A FrameData structure that contains information about the current frame context. |
OnPlayableDestroy(Playable)
Section titled “OnPlayableDestroy(Playable)”This function is called when the Playable that owns the PlayableBehaviour is destroyed.
public override void OnPlayableDestroy(Playable playable)Parameters
Section titled “Parameters”| Type | Name | Description |
|---|---|---|
UnityEngine.Playables.Playable |
playable | The Playable that owns the current PlayableBehaviour. |