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();