• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    Class SFXManager

    Class that handle all the SFX. Through its functions you can play a SFX of a given type at a given position. It use pooling to pre-create all the source and recycle them for efficiency reason.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    SFXManager
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    public class SFXManager : MonoBehaviour

    Fields

    DefaultHitSound

    Declaration
    public AudioClip[] DefaultHitSound
    Field Value
    Type Description
    UnityEngine.AudioClip[]

    DefaultItemEquipedSound

    Declaration
    public AudioClip DefaultItemEquipedSound
    Field Value
    Type Description
    UnityEngine.AudioClip

    DefaultItemUsedSound

    Declaration
    public AudioClip DefaultItemUsedSound
    Field Value
    Type Description
    UnityEngine.AudioClip

    DefaultPickupSound

    Declaration
    public AudioClip DefaultPickupSound
    Field Value
    Type Description
    UnityEngine.AudioClip

    DefaultSwingSound

    Declaration
    [Header("Defaults")]
    public AudioClip[] DefaultSwingSound
    Field Value
    Type Description
    UnityEngine.AudioClip[]

    Listener

    Declaration
    public AudioListener Listener
    Field Value
    Type Description
    UnityEngine.AudioListener

    ListenerTarget

    Declaration
    public Transform ListenerTarget
    Field Value
    Type Description
    UnityEngine.Transform

    Properties

    ItemEquippedSound

    Declaration
    public static AudioClip ItemEquippedSound { get; }
    Property Value
    Type Description
    UnityEngine.AudioClip

    ItemUsedSound

    Declaration
    public static AudioClip ItemUsedSound { get; }
    Property Value
    Type Description
    UnityEngine.AudioClip

    PickupSound

    Declaration
    public static AudioClip PickupSound { get; }
    Property Value
    Type Description
    UnityEngine.AudioClip

    Methods

    GetDefaultHit()

    Declaration
    public static AudioClip GetDefaultHit()
    Returns
    Type Description
    UnityEngine.AudioClip

    GetDefaultSwingSound()

    Declaration
    public static AudioClip GetDefaultSwingSound()
    Returns
    Type Description
    UnityEngine.AudioClip

    GetSource(SFXManager.Use)

    Get a source of the given type. You will rarely call this directly and instead use PlaySound.

    Declaration
    public static AudioSource GetSource(SFXManager.Use useType)
    Parameters
    Type Name Description
    SFXManager.Use useType

    The type of sound (map to a specific mixer)

    Returns
    Type Description
    UnityEngine.AudioSource

    The AudioSource at the front of the current pool queue for the given type

    PlaySound(SFXManager.Use, SFXManager.PlayData)

    Play a sound of the given type using the info in the given PlayData. This will take care of retrieving an AudioSource of the given type

    Declaration
    public static void PlaySound(SFXManager.Use useType, SFXManager.PlayData data)
    Parameters
    Type Name Description
    SFXManager.Use useType

    The type of sound (map to a specific mixer)

    SFXManager.PlayData data

    The PlayData that contains all the data of the sound to play (clip, volume, position etc.)

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