ScrapeSound

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.

Static Fields

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

Fields

Name Type Description Default Value
onEnd Action< int > Invoked when the audio ends. Inherited from Sound.

Static Methods

Create< T >

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.

Methods

UpdateAudio

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.

End

public void End()

Gracefully end the audio and prepare to self-destruct.

Inherited from Sound.