CarterGames.AudioManager.Runtime
CarterGames.Assets.AudioManager
Properties
bool CanPlayAudio
Returns bool
Toggles whether or not the manager can play audio. This doesn’t effect other Audio Manager instances or the other player scripts.
int GetNumberOfClips
Returns int
Gets the number of clips currently in this instance of the Audio Manager.
AudioClip GetRandomSound
Returns AudioClip
Picks a random sound from the current Audio Manager File and returns it.
AudioManagerFile GetAudioManagerFile
Returns AudioManagerFile
Gets the current Audio Manager File in use.
Methods
bool HasClip()
public bool HasClip(string clip);
Checks to see if a clip exists in the audio manager library.
Returns bool
โ Whether or not the clip was found.
if (AudioManager.instance.HasClip("MyClip"))
{
// Do some stuff...
}
bool IsClipPlaying()
public bool IsClipPlaying(string clip);
Checks to see if the clip in question is playing.
Returns bool
โ Whether or not the clip is currently playing.
if (AudioManager.instance.IsClipPlaying("MyClip"))
{
// Do some stuff...
}
void Play()
public void Play(string clip, float volume = 1f, float pitch = 1f);
public void Play(string clip, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void Play(string clip, int mixerId, float volume = 1f, float pitch = 1f);
public void Play(string clip, AudioArgs args);
Plays the requested clip with optional values for volume and pitch. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
AudioManager.instance.Play("MyClip");
AudioManager.instance.Play("MyClip", mixer);
AudioManager.instance.Play("MyClip", mixerID);
AudioManager.instance.Play("MyClip", args);
AudioSource PlayAndGetSource()
public AudioSource PlayAndGetSource(string clip, float volume = 1f, float pitch = 1f);
public AudioSource PlayAndGetSource(string clip, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayAndGetSource(string clip, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayAndGetSource(string clip, AudioArgs args);
Returns: AudioSource
Play a sound that is scanned into the audio manager and return the audio source the clip is on for you to check / use as needed. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
var source = AudioManager.instance.PlayAndGetSource("MyClip");
var source = AudioManager.instance.PlayAndGetSource("MyClip", mixer);
var source = AudioManager.instance.PlayAndGetSource("MyClip", mixerID);
var source = AudioManager.instance.PlayAndGetSource("MyClip", args);
void PlayFromTime()
public void PlayFromTime(string clip, float time, float volume = 1f, float pitch = 1f);
public void PlayFromTime(string clip, float time, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayFromTime(string clip, float time, int mixerId, float volume = 1f, float pitch = 1f);
public void PlayFromTime(string clip, float time, AudioArgs args);
Plays the requested clip with optional values for volume and pitch from the set time, handy if the clip doesnโt start right away. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
AudioManager.instance.PlayFromTime("MyClip", 0.1f);
AudioManager.instance.PlayFromTime("MyClip", 0.1f, mixer);
AudioManager.instance.PlayFromTime("MyClip", 0.1f, mixerID);
AudioManager.instance.PlayFromTime("MyClip", 0.1f, args);
AudioSource PlayFromTimeAndGetSource()
public AudioSource PlayFromTimeAndGetSource(string clip, float time, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromTimeAndGetSource(string clip, float time, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromTimeAndGetSource(string clip, float time, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromTimeAndGetSource(string clip, float time, AudioArgs args);
Returns: AudioSource
Plays the requested clip with optional values for volume and pitch from the set time, handy if the clip doesnโt start right away. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
var source = AudioManager.instance.PlayFromTimeAndGetSource("MyClip", 0.1f);
var source = AudioManager.instance.PlayFromTimeAndGetSource("MyClip", 0.1f, mixer);
var source = AudioManager.instance.PlayFromTimeAndGetSource("MyClip", 0.1f, mixerID);
var source = AudioManager.instance.PlayFromTimeAndGetSource("MyClip", 0.1f, args);
void PlayWithDelay()
public void PlayWithDelay(string clip, float delay, float volume = 1f, float pitch = 1f);
public void PlayWithDelay(string clip, float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayWithDelay(string clip, float delay, int mixerId, float volume = 1f, float pitch = 1f);
public void PlayWithDelay(string clip, float delay, AudioArgs args);
Plays the requested clip with optional values for volume and pitch after the entered delay. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
AudioManager.instance.PlayWithDelay("MyClip", 0.1f);
AudioManager.instance.PlayWithDelay("MyClip", 0.1f, mixer);
AudioManager.instance.PlayWithDelay("MyClip", 0.1f, mixerID);
AudioManager.instance.PlayWithDelay("MyClip", 0.1f, args);
AudioSource PlayWithDelayAndGetSource()
public AudioSource PlayWithDelayAndGetSource(string clip, float delay, float volume = 1f, float pitch = 1f);
public AudioSource PlayWithDelayAndGetSource(string clip, float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayWithDelayAndGetSource(string clip, float delay, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayWithDelayAndGetSource(string clip, float delay, AudioArgs args);
Returns: AudioSource
Plays the requested clip with optional values for volume and pitch after the entered delay. Also returns the audio source the clip is on for you to check / use as needed. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
var source = AudioManager.instance.PlayWithDelayAndGetSource("MyClip", 0.1f);
var source = AudioManager.instance.PlayWithDelayAndGetSource("MyClip", 0.1f, mixer);
var source = AudioManager.instance.PlayWithDelayAndGetSource("MyClip", 0.1f, mixerID);
var source = AudioManager.instance.PlayWithDelayAndGetSource("MyClip", 0.1f, args);
void PlayAtLocation()
public void PlayAtLocation(string clip, Vector3 position, float volume = 1f, float pitch = 1f);
public void PlayAtLocation(string clip, Vector3 position, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayAtLocation(string clip, Vector3 position, int mixerId, float volume = 1f, float pitch = 1f);
public void PlayAtLocation(string clip, Vector3 position, AudioArgs args);
Plays the requested clip at the position entered with optional values for volume and pitch after the entered delay. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
Vector3 pos = transform.position;
AudioManager.instance.PlayAtLocation("MyClip", pos);
AudioManager.instance.PlayAtLocation("MyClip", pos, mixer);
AudioManager.instance.PlayAtLocation("MyClip", pos, mixerID);
AudioManager.instance.PlayAtLocation("MyClip", pos, args);
AudioSource PlayAtLocationAndGetSource()
public AudioSource PlayAtLocationAndGetSource(string clip, Vector3 position, float volume = 1f, float pitch = 1f);
public AudioSource PlayAtLocationAndGetSource(string clip, Vector3 position, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayAtLocationAndGetSource(string clip, Vector3 position, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayAtLocationAndGetSource(string clip, Vector3 position, AudioArgs args);
Returns: AudioSource
Plays the requested clip at the position entered with optional values for volume and pitch after the entered delay. Also returns the audio source the clip is on for you to check / use as needed. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
Vector3 pos = transform.position;
var source = AudioManager.instance.PlayAtLocationAndGetSource("MyClip", pos);
var source = AudioManager.instance.PlayAtLocationAndGetSource("MyClip", pos, mixer);
var source = AudioManager.instance.PlayAtLocationAndGetSource("MyClip", pos, mixerID);
var source = AudioManager.instance.PlayAtLocationAndGetSource("MyClip", pos, args);
void PlayFromRange()
public void PlayFromRange(List<string> clips, float delay, float volume = 1f, float pitch = 1f);
public void PlayFromRange(List<string> clips, float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayFromRange(List<string> clips, float delay, int mixerId, float volume = 1f, float pitch = 1f);
public void PlayFromRange(List<string> clips, float delay, AudioArgs args);
public void PlayFromRange(string[] clips, float delay, float volume = 1f, float pitch = 1f);
public void PlayFromRange(string[] clips, float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayFromRange(string[] clips, float delay, int mixerId, float volume = 1f, float pitch = 1f);
public void PlayFromRange(string[] clips, float delay, AudioArgs args);
Plays a random clip from the entered strings with optional values for volume and pitch. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
AudioManager.instance.PlayFromRange(new string[] { "MyClip", "MyOtherClip" });
AudioSource PlayFromRangeAndGetSource()
public AudioSource PlayFromRangeAndGetSource(List<string> clips, float delay, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromRangeAndGetSource(List<string> clips, float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromRangeAndGetSource(List<string> clips, float delay, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromRangeAndGetSource(List<string> clips, float delay, AudioArgs args);
public AudioSource PlayFromRangeAndGetSource(string[] clips, float delay, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromRangeAndGetSource(string[] clips, float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromRangeAndGetSource(string[] clips, float delay, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayFromRangeAndGetSource(string[] clips, float delay, AudioArgs args);
Returns: AudioSource
Plays a random clip from the entered strings and return the audio source the clip is on for you to check / use as needed. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
var source = AudioManager.instance.PlayFromRangeAndGetSource(new string[] { "MyClip", "MyOtherClip" });
void PlayRandom()
public void PlayRandom(float volume = 1f, float pitch = 1f);
public void PlayRandom(AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayRandom(int mixerId, float volume = 1f, float pitch = 1f);
public void PlayRandom(AudioArgs args);
Plays a random clip from the audio manager library with optional values for volume and pitch. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
AudioManager.instance.PlayRandom(float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandom(AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandom(int mixerId, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandom(AudioArgs args);
AudioSource PlayRandomAndGetSource()
public AudioSource PlayRandomAndGetSource(float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomAndGetSource(AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomAndGetSource(int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomAndGetSource(AudioArgs args);
Returns: AudioSource
Plays a random clip from the audio manager library with optional values for volume and pitch. Also returns the audio source the clip is on for you to check / use as needed. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
var source = AudioManager.instance.PlayRandomAndGetSource(float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomAndGetSource(AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomAndGetSource(int mixerId, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomAndGetSource(AudioArgs args);
void PlayRandomFromTime()
public void PlayRandomFromTime(float time, float volume = 1f, float pitch = 1f);
public void PlayRandomFromTime(float time, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayRandomFromTime(float time, int mixerId, float volume = 1f, float pitch = 1f);
public void PlayRandomFromTime(float time, AudioArgs args);
Plays a random clip from the audio manager library with optional values for volume and pitch from the set time. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
AudioManager.instance.PlayRandomFromTime(float time, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandomFromTime(float time, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandomFromTime(float time, int mixerId, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandomFromTime(float time, AudioArgs args);
AudioSource PlayRandomFromTimeAndGetSource()
public AudioSource PlayRandomAndGetSource(float time, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomAndGetSource(float time, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomAndGetSource(float time, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomAndGetSource(float time, AudioArgs args);
Returns: AudioSource
Plays a random clip from the audio manager library with optional values for volume and pitch from the set time. Also returns the audio source the clip is on for you to check / use as needed. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
var source = AudioManager.instance.PlayRandomFromTimeAndGetSource(float time, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomFromTimeAndGetSource(float time, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomFromTimeAndGetSource(float time, int mixerId, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomFromTimeAndGetSource(float time, AudioArgs args);
void PlayRandomWithDelay()
public void PlayRandomWithDelay(float delay, float volume = 1f, float pitch = 1f);
public void PlayRandomWithDelay(float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public void PlayRandomWithDelay(float delay, int mixerId, float volume = 1f, float pitch = 1f);
public void PlayRandomWithDelay(float delay, AudioArgs args);
Plays a random clip from the audio manager library with optional values for volume and pitch after the entered delay. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
AudioManager.instance.PlayRandomWithDelay(float delay, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandomWithDelay(float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandomWithDelay(float delay, int mixerId, float volume = 1f, float pitch = 1f);
AudioManager.instance.PlayRandomWithDelay(float delay, AudioArgs args);
AudioSource PlayRandomWithDelayAndGetSource()
public AudioSource PlayRandomWithDelayAndGetSource(float delay, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomWithDelayAndGetSource(float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomWithDelayAndGetSource(float delay, int mixerId, float volume = 1f, float pitch = 1f);
public AudioSource PlayRandomWithDelayAndGetSource(float delay, AudioArgs args);
Returns: AudioSource
Plays a random clip from the audio manager library with optional values for volume and pitch after the entered delay. Also returns the audio source the clip is on for you to check / use as needed. There are several overload methods are also available for audio mixers, either by manual assignment or via the audio manager mixer ID number.
var source = AudioManager.instance.PlayRandomWithDelayAndGetSource(float delay, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomWithDelayAndGetSource(float delay, AudioMixerGroup mixerGroup, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomWithDelayAndGetSource(float delay, int mixerId, float volume = 1f, float pitch = 1f);
var source = AudioManager.instance.PlayRandomWithDelayAndGetSource(float delay, AudioArgs args);