This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Notice
This set of functions is available when the FMOD plugin is loaded.

A source of audio signal that connects to the ChannelGroup mixing hierarchy.

Channel Class

Members


void setPaused ( bool value ) #

Sets the pause state for the channel.

Arguments

  • bool value - true to pause the channel, false to unpause it.

bool getPaused ( ) #

Returns the pause state of the channel.

void setVolume ( float volume ) #

Sets the volume level.

Arguments

  • float volume - Volume level in range [-inf; inf]. 0 = silent, 1 = full. Negative level inverts the signal. Values larger than 1 amplify the signal.

float getVolume ( ) #

Returns the current volume level.

Return value

Volume level.

bool isPlaying ( ) #

Returns the playing state.

Return value

true if the channel is playing, otherwise, false.

void stop ( ) #

Stops the Channel (or all Channels in nested ChannelGroups) from playing.

void setMinMaxDistance ( float min, float max ) #

Sets the minimum and maximum distances used to calculate the 3D rolloff attenuation.

Arguments

  • float min - Distance from the source where attenuation begins. Range: [0; max]. Default: 1
  • float max - Distance from the source where attenuation ends. Range: [min; inf]. Default: 10000.

void setPosition ( Vec3 position ) #

Sets the 3D position used to apply panning and attenuation.

Arguments

  • Vec3 position - Position in 3D space used for panning and attenuation.

void setPositionTimeLine ( unsigned int position, int time_unit ) #

Sets the current playback position.

Arguments

  • unsigned int position - Playback position.
  • int time_unit - Time units for position.

void getPositionTimeLine ( uint & position, int time_unit ) #

Returns the current playback position.

Arguments

  • uint & position - Playback position.
  • int time_unit - Time units for position.

void release ( ) #

Releases the channel object.

void setVelocity ( Vec3 velocity ) #

Sets the velocity used to apply doppler.

Arguments

  • Vec3 velocity - Velocity in 3D space used for doppler.

DSP addDSP ( int index, int dsp_type ) #

Adds a DSP unit to the specified index in the DSP chain.

Arguments

  • int index - Offset into the DSP chain.
  • int dsp_type - Type of the DSP.

Return value

Added DSP.

void removeDSP ( int index ) #

Removes the specified DSP unit from the DSP chain.

Arguments

  • int index - Index of the DSP unit.

DSP getDSP ( int index ) #

Returns the DSP unit at the specified index in the DSP chain.

Arguments

  • int index - Index of the DSP unit.

Return value

DSP unit at the specified index.
Last update: 2021-12-13
Build: ()