Class AuditySourcePlayable
Creates playables that drive an DarkEffekt.Audity.AuditySource from any
UnityEngine.Playables.PlayableGraph - the Audity counterpart of AudioClipPlayable for
code-built graphs, no timeline package required. The playable is a lifecycle
handle, not an audio pipe: sound renders through the source’s generator slot
as always, so there is no seeking and no AudioMixerPlayable blending. Fades
and mixing are the sound graph’s job.
Assembly: DarkEffekt.Audity.Runtime
Section titled “Assembly: DarkEffekt.Audity.Runtime”public static class AuditySourcePlayableMethods
Section titled “Methods”Create(PlayableGraph, AuditySource, float, float)
Section titled “Create(PlayableGraph, AuditySource, float, float)”Creates a playable that plays source on its first
processed frame, pushes its parameter lanes each frame, and stops with the
fade-out when it ends. Set a duration on the returned playable to stop at
a known end; without one the sound plays until the playable is destroyed.
An DarkEffekt.Audity.AuditySource arriving as playerData (a timeline-style
output binding) overrides source.
public static ScriptPlayable<AudityPlayBehaviour> Create(PlayableGraph graph, AuditySource source, float fadeInSeconds = 0, float fadeOutSeconds = 0)Returns
Section titled “Returns”UnityEngine.Playables.ScriptPlayable<DarkEffekt.Audity.AudityPlayBehaviour>
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
UnityEngine.Playables.PlayableGraph |
graph |
| DarkEffekt.Audity.AuditySource | source |
System.Single |
fadeInSeconds |
System.Single |
fadeOutSeconds |