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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.

Declaration
public static class AuditySourcePlayable

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.

Declaration
public static ScriptPlayable<AudityPlayBehaviour> Create(PlayableGraph graph, AuditySource source, float fadeInSeconds = 0, float fadeOutSeconds = 0)

UnityEngine.Playables.ScriptPlayable<DarkEffekt.Audity.AudityPlayBehaviour>

Type Name
UnityEngine.Playables.PlayableGraph graph
DarkEffekt.Audity.AuditySource source
System.Single fadeInSeconds
System.Single fadeOutSeconds