Class AuditySample
A playable sample: an AudioClip plus how Audity plays it - source mode, loop region and per-sample trims. Pure authoring data (no runtime behavior of its own): Wave Players reference samples and the compiler bakes each one into the program’s clip table, so the loop and trims travel with the sample wherever it is used. One sample can be shared by any number of players and graphs.
Assembly: DarkEffekt.Audity.Runtime
Section titled “Assembly: DarkEffekt.Audity.Runtime”[Icon("Packages/com.darkeffekt.audity/Editor/Icons/Assets/AuditySample.png")]public sealed class AuditySample : ScriptableObjectInheritance: System.Object -> UnityEngine.Object -> UnityEngine.ScriptableObject
Fields
Section titled “Fields”public AudioClip clipsourceMode
Section titled “sourceMode”Source tier; Auto lets the compiler’s planner decide (short → baked, long → paged, unreadable → streamed).
public AuditySourceMode sourceModepublic AudityLoopSettings loopoutPoint
Section titled “outPoint”[Tooltip("Tail Start: the sample's musical end. Stop jumps here (the tail plays out); a chained section hands off here; audio after it rings under the successor. Unset = clip end.")]public AudityOutPointSettings outPointpublic AudityMusicSettings musicpublic AudityChannelRemapSettings remapGain trim in dB, applied per voice on top of the player’s gain.
[Range(-60, 12)]public float gainPitch trim in semitones, applied per voice on top of the player’s pitch.
[Range(-48, 48)]public float pitch