IAudioPlayer Interface
Audio playback and volume control.
public interface IAudioPlayer : System.IDisposable
Derived
↳ AudioService
↳ HeadlessAudioService
↳ IAudioService
Implements System.IDisposable
| Properties | |
|---|---|
| ActiveSoundTrackCount | Gets the number of currently active sound-effect tracks (excludes music). |
| IsMusicFadingOut | Gets whether music is currently fading out to silence via StopMusic(float). Returns false during a crossfade to another track. |
| IsMusicPaused | Gets whether music is currently paused. |
| IsMusicPlaying | Gets whether music is currently playing. |
| MasterVolume | Gets or sets the master volume (0.0 to 1.0). |
| MaxSoundTracks | Gets the maximum number of concurrent sound-effect tracks. |
| MusicDurationMs | Gets the total duration of the currently loaded music in milliseconds, or -1 if no music is playing or the duration is unknown (e.g. streaming sources). |
| MusicPositionMs | Gets the current music playback position in milliseconds, or -1 if no music is playing. Paused tracks report the position at which they were paused. |
| MusicVolume | Gets or sets the music volume (0.0 to 1.0). |
| SoundVolume | Gets or sets the sound effects volume (0.0 to 1.0). |
| Methods | |
|---|---|
| CrossfadeMusic(IMusic, float, int, long, string) | Crossfades from the currently playing music to music over duration seconds. If no music is playing or duration is \<= 0, behaves identically to PlayMusic(IMusic, int, long, string). Call Update(float) each frame to advance the fade. |
| GetBusVolume(string) | Gets the current volume multiplier for the given bus, or 1.0 if the bus volume has not been explicitly set via SetBusVolume(string, float). |
| IsBusPaused(string) | Returns whether the given bus is currently paused via PauseBus(string). |
| PauseAllSounds() | Pauses all currently playing sound-effect tracks. Music is not affected. Paused tracks remain alive and can be resumed with ResumeAllSounds(). |
| PauseBus(string) | Pauses all tracks tagged with bus. Paused tracks remain alive and can be resumed with ResumeBus(string). |
| PauseMusic() | Pauses the currently playing music. |
| PlayMusic(IMusic, int, long, string) | Plays background music. |
| PlaySound(ISoundEffect, float, int, float, float, int, string) | Plays a sound effect and returns the track handle for lifecycle tracking. |
| ResumeAllSounds() | Resumes all paused sound-effect tracks. Music is not affected. |
| ResumeBus(string) | Resumes all tracks tagged with bus. |
| ResumeMusic() | Resumes paused music. |
| SeekMusic(double) | Seeks the currently playing music to positionMs milliseconds. Does nothing if no music is playing. |
| SetBusVolume(string, float) | Sets the volume multiplier for all tracks tagged with bus. This is an additional multiplier on top of per-track gain and SoundVolume/MusicVolume. |
| SetMusicPitch(float) | Sets the playback speed (pitch) of the current music track. Does nothing if no music is playing. |
| SetMusicTrackVolume(float) | Sets the per-track volume multiplier for the current music track. The final music gain is MusicVolume × volume. Does nothing during a crossfade (the crossfade drives gains directly). |
| StopAllSounds() | Stops all currently playing sound-effect tracks. Music is not affected. |
| StopBus(string, float) | Stops all tracks tagged with bus with optional fade-out. |
| StopMusic(float) | Stops the currently playing music. When fadeDuration is greater than zero the music fades out over that many seconds; call Update(float) each frame to advance the fade. |
| Update(float) | Per-frame update that processes deferred track cleanup and advances any in-progress music crossfade. Call once per frame with the frame delta time. |