class in Clatter.Unity
Inherits from Sound, MonoBehaviour
A sound generated by an scrape event and ClatterManager. A ScrapeSound will persist after its audio clip ends, and will try to play more scrape audio; it will be fed new audio from ClatterManager. A ScrapeSound will self-destruct when a scrape event actually ends, as announced by ClatterManager.
| Name | Type | Description | Default Value | 
|---|---|---|---|
| loop | bool | If true, fill in silences while audio is being generated by continuously looping the current chunk of scrape audio until either there is new scrape audio or the scrape event ends. | true | 
| timeout | double | Timeout and destroy a Sound if it hasn't received new samples data after this many seconds.  Inherited from Sound.
 | 
		0.1 | 
| onCreate | Sound | 
		Invoked when the Sound is created.  Inherited from Sound.
 | 
		|
| spatialize | bool | If true, spatialize each AudioSource.  Inherited from Sound.
 | 
		true | 
| Name | Type | Description | Default Value | 
|---|---|---|---|
| onEnd | Action< int > | Invoked when the audio ends.  Inherited from Sound.
 | 
		
public static T Create< T >(Samples samples, Vector3d position, int id)
Create a new sound.
Inherited from Sound.
| Name | Type | Description | 
|---|---|---|
| samples | Samples | 
		The audio samples. | 
| position | Vector3d | 
		The position of the audio source. | 
| id | int | The audio source ID. | 
public void UpdateAudio(Samples samples, Vector3d position)
Update the scrape audio.
| Name | Type | Description | 
|---|---|---|
| samples | Samples | 
		The new samples. | 
| position | Vector3d | 
		The new position of the sound. | 
public void End()
Gracefully end the audio and prepare to self-destruct.
Inherited from Sound.