AudioSource
: AudioSource |
Signature
AudioSource Meta.Voice.Audio.UnityAudioPlayer.AudioSource |
CanSetElapsedSamples
: override bool |
Elapsed samples can be used for animation progress
Signature
override bool Meta.Voice.Audio.UnityAudioPlayer.CanSetElapsedSamples |
CloneAudioSource
: bool |
Signature
bool Meta.Voice.Audio.UnityAudioPlayer.CloneAudioSource |
ElapsedSamples
: override int |
The currently elapsed sample count
Signature
override int Meta.Voice.Audio.UnityAudioPlayer.ElapsedSamples |
IsPlaying
: override bool |
Whether the player is currently playing back audio
Signature
override bool Meta.Voice.Audio.UnityAudioPlayer.IsPlaying |
Play
(
offsetSamples
)
|
Sets audio clip via an IAudioClipProvider or generates one if using a RawAudioClipStream. Then begins playback at a specified offset.
Signature
override void Meta.Voice.Audio.UnityAudioPlayer.Play(int offsetSamples=0) Parameters offsetSamples: int
The starting offset of the clip in samples
Returns override void |
GetPlaybackErrors
()
|
A string returned to describe any reasons playback is currently unavailable
Signature
override string Meta.Voice.Audio.UnityAudioPlayer.GetPlaybackErrors() Returns override string |
Init
()
|
Performs all player initialization
Signature
override void Meta.Voice.Audio.UnityAudioPlayer.Init() Returns override void |
Pause
()
|
Performs a pause if the current clip is playing
Signature
override void Meta.Voice.Audio.UnityAudioPlayer.Pause() Returns override void |
Resume
()
|
Performs a resume if the current clip is paused
Signature
override void Meta.Voice.Audio.UnityAudioPlayer.Resume() Returns override void |
Stop
()
|
Stops playback & removes the current clip reference
Signature
override void Meta.Voice.Audio.UnityAudioPlayer.Stop() Returns override void |