Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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This is the complete list of members for AC.Music, including all inherited members.
_audioSource (defined in AC.Sound) | AC.Sound | protected |
_Update() | AC.Soundtrack | virtual |
AfterDelay() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
audioSource | AC.Sound | |
Awake() (defined in AC.Music) | AC.Music | protected |
ChangeRelativeVolume(float newRelativeVolume, float changeTime=0f) | AC.Sound | |
ClearSoundtrackQueue() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
ClearSoundtrackSample(int trackID) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
CreateLastSoundtrackString() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
CreateNewCrossfade(float fadeTime) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
CreateOldTimesampleString() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
CreateTimesampleString() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
Crossfade(int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f) | AC.Soundtrack | |
crossfades (defined in AC.Soundtrack) | AC.Soundtrack | protected |
CrossfadeWhenLoading (defined in AC.Music) | AC.Music | protected |
delayAudioID (defined in AC.Soundtrack) | AC.Soundtrack | protected |
delayFadeTime (defined in AC.Soundtrack) | AC.Soundtrack | protected |
delayLoop (defined in AC.Soundtrack) | AC.Soundtrack | protected |
delayNewTrackTimeSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
delayResumeIfPlayedBefore (defined in AC.Soundtrack) | AC.Soundtrack | protected |
delayTime (defined in AC.Soundtrack) | AC.Soundtrack | protected |
EndOld(SoundType _soundType, Sound ignoreSound) | AC.Sound | |
EndOthers() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
EndsOthers() (defined in AC.Music) | AC.Music | protectedvirtual |
FadeIn(float _fadeTime, bool loop, int _timeSamples=0) | AC.Sound | |
FadeOut(float _fadeTime) | AC.Sound | |
FadeOutThenIn(MusicStorage musicStorage, float fadeTime, bool loop, bool resumeIfPlayedBefore, int newTrackTimeSamples) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
fadeTime (defined in AC.Sound) | AC.Sound | protected |
fadeType (defined in AC.Sound) | AC.Sound | protected |
ForceStopAll(float fadeTime, bool storeCurrentIndex=true) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
gameIsPaused (defined in AC.Sound) | AC.Sound | protected |
GetCurrentTrackID() | AC.Soundtrack | |
GetSaveData(SoundData soundData) | AC.Sound | |
GetSoundtrack(int ID) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
GetSoundtrackSample(int trackID) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
GetTimeSamplesToSave() (defined in AC.Music) | AC.Music | protected |
HandleFadeIn(float _fadeTime, bool loop, int _timeSamples) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
HandlePlay(int trackID, bool loop, bool isQueued, float fadeTime, bool isCrossfade, bool resumeIfPlayedBefore, int newTrackTimeSamples=0, float loopingOverlapTime=0f) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
Interact() | AC.Sound | |
IsCrossfading() (defined in AC.Soundtrack) | AC.Soundtrack | protected |
IsFading() | AC.Sound | |
IsFadingOut() | AC.Sound | |
IsMusic (defined in AC.Music) | AC.Music | protected |
IsPlaying() | AC.Sound | |
IsPlaying(AudioClip clip) | AC.Sound | |
Kill() (defined in AC.Sound) | AC.Sound | protected |
lastQueuedSoundtrack (defined in AC.Soundtrack) | AC.Soundtrack | protected |
lastTimeSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
LastTimeSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
LoadData(SoundData soundData) | AC.Sound | |
LoadFadeTime (defined in AC.Music) | AC.Music | protected |
LoadMainData(MainData mainData) | AC.Music | virtual |
LoadMainData(int _timeSamples, string _oldTimeSamples, int _lastTimeSamples, string _lastQueueData, string _queueData) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
maxVolume (defined in AC.Sound) | AC.Sound | protected |
oldSoundtrackSamples (defined in AC.Soundtrack) | AC.Soundtrack | protected |
OnChangeVolume(SoundType _soundType, float newVolume) (defined in AC.Sound) | AC.Sound | protected |
OnDisable() (defined in AC.Soundtrack) | AC.Soundtrack | protectedvirtual |
OnEnable() (defined in AC.Soundtrack) | AC.Soundtrack | protectedvirtual |
OnEnterGameState(GameState gameState) (defined in AC.Sound) | AC.Sound | protected |
OnInitialiseScene() (defined in AC.Sound) | AC.Sound | protected |
options (defined in AC.Sound) | AC.Sound | protected |
originalFadeTime (defined in AC.Sound) | AC.Sound | protected |
originalRelativeChangeTime (defined in AC.Sound) | AC.Sound | protected |
originalRelativeVolume (defined in AC.Sound) | AC.Sound | protected |
otherVolume (defined in AC.Sound) | AC.Sound | protected |
Play(int trackID, bool loop, bool isQueued, float fadeTime, bool resumeIfPlayedBefore=false, int newTrackTimeSamples=0, float loopingOverlapTime=0f) | AC.Soundtrack | |
AC::Sound.Play() | AC.Sound | |
AC::Sound.Play(bool loop) | AC.Sound | |
AC::Sound.Play(AudioClip clip, bool loop, int _timeSamples=0) | AC.Sound | |
PlayAtPoint(bool loop, int samplePoint) | AC.Sound | |
playWhilePaused | AC.Sound | |
PrepareSaveBeforeThreading() | AC.Music | |
queuedSoundtrack (defined in AC.Soundtrack) | AC.Soundtrack | protected |
relativeChangeTime (defined in AC.Sound) | AC.Sound | protected |
relativeVolume | AC.Sound | |
RestartTrackWhenLoading (defined in AC.Music) | AC.Music | protected |
Resume(int _timeSamples, float fadeTime=0f) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
ResumeLastQueue(float fadeTime, bool playFromStart) | AC.Soundtrack | |
SaveMainData(MainData mainData) | AC.Music | virtual |
SetFinalVolume() (defined in AC.Sound) | AC.Sound | protected |
SetMaxVolume() | AC.Sound | |
SetRelativeVolume(float _relativeVolume) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
SetSmoothVolume() (defined in AC.Sound) | AC.Sound | protected |
SetSoundtrackSample(int trackID, int timeSample) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
SetVolume(float volume) | AC.Sound | |
smoothUpdateSpeed (defined in AC.Sound) | AC.Sound | protected |
smoothVolume (defined in AC.Sound) | AC.Sound | protected |
SnapSmoothVolume() (defined in AC.Sound) | AC.Sound | protected |
soundType | AC.Sound | |
Start() (defined in AC.Sound) | AC.Sound | protected |
Stop() | AC.Sound | |
StopAll(float fadeTime, bool storeCurrentIndex=true) | AC.Soundtrack | |
Storages (defined in AC.Music) | AC.Music | protected |
StoreSoundtrackSampleByIndex(int index) (defined in AC.Soundtrack) | AC.Soundtrack | protected |
surviveSceneChange | AC.Sound | |
SyncTrackWithCurrent(int trackID, int sampleOffset=0) | AC.Soundtrack | |
targetRelativeVolume (defined in AC.Sound) | AC.Sound | protected |
TryDestroy() | AC.Sound | |
TurnOff() (defined in AC.Sound) | AC.Sound | protected |
TurnOn() (defined in AC.Sound) | AC.Sound | protected |
wasPlayingLastFrame (defined in AC.Soundtrack) | AC.Soundtrack | protected |