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AudioTrigger Class

Extends MonoBehaviour
Triggers audio clips.
Place this component on a GameObject alongside a <cref="AudioSource" /> component. In an event wrapper, call AudioTrigger.PlayAudio() to trigger the audio.

Properties

ChanceToPlay : float
[Get][Set]
Signature
float Oculus.Interaction.AudioTrigger.ChanceToPlay
Loop : bool
[Get][Set]
Signature
bool Oculus.Interaction.AudioTrigger.Loop
Pitch : float
[Get][Set]
Signature
float Oculus.Interaction.AudioTrigger.Pitch
PitchRandomization : MinMaxPair
[Get][Set]
Signature
MinMaxPair Oculus.Interaction.AudioTrigger.PitchRandomization
Spatialize : bool
[Get][Set]
Signature
bool Oculus.Interaction.AudioTrigger.Spatialize
Volume : float
[Get][Set]
Signature
float Oculus.Interaction.AudioTrigger.Volume
VolumeRandomization : MinMaxPair
[Get][Set]
Signature
MinMaxPair Oculus.Interaction.AudioTrigger.VolumeRandomization

Protected Methods

Start ()
Signature
virtual void Oculus.Interaction.AudioTrigger.Start()
Returns
void

Methods

InjectAllAudioTrigger ( audioSource , audioClips )
Signature
void Oculus.Interaction.AudioTrigger.InjectAllAudioTrigger(AudioSource audioSource, AudioClip[] audioClips)
Parameters
audioSource: AudioSource
audioClips: AudioClip[]
Returns
void
InjectAudioClips ( audioClips )
Signature
void Oculus.Interaction.AudioTrigger.InjectAudioClips(AudioClip[] audioClips)
Parameters
audioClips: AudioClip[]
Returns
void
InjectAudioSource ( audioSource )
Signature
void Oculus.Interaction.AudioTrigger.InjectAudioSource(AudioSource audioSource)
Parameters
audioSource: AudioSource
Returns
void
InjectOptionalPlayOnStart ( playOnStart )
Signature
void Oculus.Interaction.AudioTrigger.InjectOptionalPlayOnStart(bool playOnStart)
Parameters
playOnStart: bool
Returns
void
PlayAudio ()
Signature
void Oculus.Interaction.AudioTrigger.PlayAudio()
Returns
void