public class Sandbox.Audio.Mixer
Takes a bunch of sound, changes its volumes, mixes it together, outputs it
Related Guides
Broader workflow and conceptual references connected to this API.
Methods
Showing 16 methods
public Sandbox.Audio.Mixer AddChild()
public void AddProcessor(Sandbox.Audio.AudioProcessor ap)
Add a processor to the list
public void ClearProcessors()
Add a processor to the list
public void Deserialize(System.Text.Json.Nodes.JsonObject js, Sandbox.Internal.TypeLibrary typeLibrary)
public void Destroy()
public static Sandbox.Audio.Mixer FindMixerByGuid(System.Guid guid)
public static Sandbox.Audio.Mixer FindMixerByName(string name)
public Sandbox.Audio.Mixer[] GetChildren()
public System.Collections.Generic.IReadOnlySet`1<uint> GetOcclusionTags()
Get an array of occlusion tags our sounds want to hit. May return null if there are none defined!
public T GetProcessor()
Get the first processor of a specific type, or null if not found
public Sandbox.Audio.AudioProcessor[] GetProcessors()
Get the current processor list
public void RemoveProcessor(Sandbox.Audio.AudioProcessor ap)
Add a processor to the list
public static void ResetToDefault()
public System.Text.Json.Nodes.JsonObject Serialize()
protected void SetMasterOcclusionDefaults()
public void StopAll(float fade)
Stop all sound handles using this mixer
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Properties
Showing 18 properties
public float Sandbox.Audio.Mixer.AirAbsorption { get; set; }
How much the air absorbs energy from the sound
public int Sandbox.Audio.Mixer.ChildCount { get; set; }
public float Sandbox.Audio.Mixer.DistanceAttenuation { get; set; }
Sounds get quieter as they go further away
public System.Guid Sandbox.Audio.Mixer.Id { get; set; }
Unique identifier for this object, for lookup, deserialization etc
public bool Sandbox.Audio.Mixer.IsMaster { get; set; }
The default mixer gets all sounds that don't have a mixer specifically assigned
public int Sandbox.Audio.Mixer.MaxVoices { get; set; }
The maximum amount of voices to play at one time on this mixer
public Sandbox.Audio.AudioMeter Sandbox.Audio.Mixer.Meter { get; set; }
Allows monitoring of the output of the mixer
public bool Sandbox.Audio.Mixer.Mute { get; set; }
Is this mixer muted?
public string Sandbox.Audio.Mixer.Name { get; set; }
The display name for this mixer
public float Sandbox.Audio.Mixer.Occlusion { get; set; }
How much these sounds can get occluded
public Sandbox.TagSet Sandbox.Audio.Mixer.OcclusionTags { get; set; }
The tags which occlude our physics
public bool Sandbox.Audio.Mixer.OverrideOcclusion { get; set; }
If true then this mixer will use custom occlusion tags. If false we'll use what our parent uses.
public int Sandbox.Audio.Mixer.ProcessorCount { get; set; }
The amount of processors
public bool Sandbox.Audio.Mixer.Solo { get; set; }
Should this be the only mixer that is heard?
public float Sandbox.Audio.Mixer.Spacializing { get; set; }
When 0 the sound will come out of all speakers, when 1 it will be fully spacialized
public float Sandbox.Audio.Mixer.Volume { get; set; }
Scale the volume of our output by this amount
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox.Audio |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.Audio.Mixer |