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Game.Audio.Radio.Radio+RadioPlayer

Assembly: Game
Namespace: Game.Audio.Radio

Type: class public

Base: System.Object
Implements: System.IDisposable

Code

public class RadioPlayer : System.IDisposable
{
    private UnityEngine.Audio.AudioMixerGroup m_RadioGroup;
    private UnityEngine.AudioSource m_AudioSource;
    private System.Diagnostics.Stopwatch m_Timer;
    private System.Double m_Elapsed;
    private Game.Audio.Radio.Radio+Spectrum m_Spectrum;

    public System.Boolean isCreated { get; }
    public System.Boolean isPlaying { get; }
    public System.Int32 playbackPosition { get; }
    public System.Boolean muted { get; set; }
    public UnityEngine.Texture equalizerTexture { get; }
    public System.String currentClipName { get; }
    public UnityEngine.AudioClip currentClip { get; }

    public RadioPlayer(UnityEngine.Audio.AudioMixerGroup radioGroup);

    public System.Void Create(UnityEngine.GameObject listener);
    private UnityEngine.AudioSource CreateAudioSource(UnityEngine.GameObject listener);
    public System.Void Dispose();
    public System.Double GetAudioSourceDuration();
    public System.Double GetAudioSourceTimeElapsed();
    public System.Double GetAudioSourceTimeRemaining();
    public static System.Double GetDuration(UnityEngine.AudioClip clip);
    public System.Void Pause();
    public System.Void Play(UnityEngine.AudioClip clip, System.Int32 timeSamples);
    public System.Void Rewind();
    public System.Void SetSpectrumSettings(System.Boolean enabled, System.Int32 numSamples, UnityEngine.FFTWindow fftWindow, Game.Audio.Radio.Radio+Spectrum+BandType bandType, System.Single spacing, System.Single padding);
    public System.Void Unpause();
    public System.Void UpdateSpectrum();
}

Fields

  • private UnityEngine.Audio.AudioMixerGroup m_RadioGroup
private UnityEngine.Audio.AudioMixerGroup m_RadioGroup;
  • private UnityEngine.AudioSource m_AudioSource
private UnityEngine.AudioSource m_AudioSource;
  • private System.Diagnostics.Stopwatch m_Timer
private System.Diagnostics.Stopwatch m_Timer;
  • private System.Double m_Elapsed
private System.Double m_Elapsed;
  • private Game.Audio.Radio.Radio+Spectrum m_Spectrum
private Game.Audio.Radio.Radio+Spectrum m_Spectrum;

Properties

  • public System.Boolean isCreated { get }
public System.Boolean isCreated { get; }
  • public System.Boolean isPlaying { get }
public System.Boolean isPlaying { get; }
  • public System.Int32 playbackPosition { get }
public System.Int32 playbackPosition { get; }
  • public System.Boolean muted { get; set }
public System.Boolean muted { get; set; }
  • public UnityEngine.Texture equalizerTexture { get }
public UnityEngine.Texture equalizerTexture { get; }
  • public System.String currentClipName { get }
public System.String currentClipName { get; }
  • public UnityEngine.AudioClip currentClip { get }
public UnityEngine.AudioClip currentClip { get; }

Constructors

  • public RadioPlayer(UnityEngine.Audio.AudioMixerGroup radioGroup)
public RadioPlayer(UnityEngine.Audio.AudioMixerGroup radioGroup);

Methods

  • public Create(UnityEngine.GameObject listener) : System.Void
public System.Void Create(UnityEngine.GameObject listener);
  • private CreateAudioSource(UnityEngine.GameObject listener) : UnityEngine.AudioSource
private UnityEngine.AudioSource CreateAudioSource(UnityEngine.GameObject listener);
  • public Dispose() : System.Void
public System.Void Dispose();
  • public GetAudioSourceDuration() : System.Double
public System.Double GetAudioSourceDuration();
  • public GetAudioSourceTimeElapsed() : System.Double
public System.Double GetAudioSourceTimeElapsed();
  • public GetAudioSourceTimeRemaining() : System.Double
public System.Double GetAudioSourceTimeRemaining();
  • public static GetDuration(UnityEngine.AudioClip clip) : System.Double
public static System.Double GetDuration(UnityEngine.AudioClip clip);
  • public Pause() : System.Void
public System.Void Pause();
  • public Play(UnityEngine.AudioClip clip, System.Int32 timeSamples = 0) : System.Void
public System.Void Play(UnityEngine.AudioClip clip, System.Int32 timeSamples);
  • public Rewind() : System.Void
public System.Void Rewind();
  • public SetSpectrumSettings(System.Boolean enabled, System.Int32 numSamples, UnityEngine.FFTWindow fftWindow, Game.Audio.Radio.Radio+Spectrum+BandType bandType, System.Single spacing, System.Single padding) : System.Void
public System.Void SetSpectrumSettings(System.Boolean enabled, System.Int32 numSamples, UnityEngine.FFTWindow fftWindow, Game.Audio.Radio.Radio+Spectrum+BandType bandType, System.Single spacing, System.Single padding);
  • public Unpause() : System.Void
public System.Void Unpause();
  • public UpdateSpectrum() : System.Void
public System.Void UpdateSpectrum();