/// This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work.
/// </summary>
[ExecuteAlways]
[AddComponentMenu("")]
[FeedbackPath("Audio/MMSoundManager Sound")]
[FeedbackHelp("This feedback will let you play a sound via the MMSoundManager. You will need a game object in your scene with a MMSoundManager object on it for this to work.")]
/// the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards.
[Tooltip("the ID of the sound. This is useful if you plan on using sound control feedbacks on it afterwards.")]
publicintID=0;
/// the AudioGroup on which to play the sound. If you're already targeting a preset track, you can leave it blank, otherwise the group you specify here will override it.
[Tooltip("the AudioGroup on which to play the sound. If you're already targeting a preset track, you can leave it blank, otherwise the group you specify here will override it.")]
publicAudioMixerGroupAudioGroup=null;
/// if (for some reason) you've already got an audiosource and wouldn't like to use the built-in pool system, you can specify it here
[Tooltip("if (for some reason) you've already got an audiosource and wouldn't like to use the built-in pool system, you can specify it here")]
publicAudioSourceRecycleAudioSource=null;
/// whether or not this sound should loop
[Tooltip("whether or not this sound should loop")]
publicboolLoop=false;
/// whether or not this sound should continue playing when transitioning to another scene
[Tooltip("whether or not this sound should continue playing when transitioning to another scene")]
publicboolPersistent=false;
/// whether or not this sound should play if the same sound clip is already playing
[Tooltip("whether or not this sound should play if the same sound clip is already playing")]
publicboolDoNotPlayIfClipAlreadyPlaying=false;
/// if this is true, this sound will stop playing when stopping the feedback
[Tooltip("if this is true, this sound will stop playing when stopping the feedback")]
publicboolStopSoundOnFeedbackStop=false;
/// if this is true, this sound won't be recycled if it's not done playing
[Tooltip("if this is true, this sound won't be recycled if it's not done playing")]
publicboolDoNotAutoRecycleIfNotDonePlaying=false;
[Header("Fade")]
/// whether or not to fade this sound in when playing it
[Tooltip("whether or not to fade this sound in when playing it")]
publicboolFade=false;
/// if fading, the volume at which to start the fade
[Tooltip("if fading, the volume at which to start the fade")]
[MMCondition("Fade", true)]
publicfloatFadeInitialVolume=0f;
/// if fading, the duration of the fade, in seconds
[Tooltip("if fading, the duration of the fade, in seconds")]
[MMCondition("Fade", true)]
publicfloatFadeDuration=1f;
/// if fading, the tween over which to fade the sound
[Tooltip("if fading, the tween over which to fade the sound ")]
/// whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing
[Tooltip("whether or not this sound should play in solo mode over its destination track. If yes, all other sounds on that track will be muted when this sound starts playing")]
publicboolSoloSingleTrack=false;
/// whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing
[Tooltip("whether or not this sound should play in solo mode over all other tracks. If yes, all other tracks will be muted when this sound starts playing")]
publicboolSoloAllTracks=false;
/// if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing
[Tooltip("if in any of the above solo modes, AutoUnSoloOnEnd will unmute the track(s) automatically once that sound stops playing")]
publicboolAutoUnSoloOnEnd=false;
[Header("Spatial Settings")]
/// Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.
[Tooltip("Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.")]
[Range(-1f,1f)]
publicfloatPanStereo;
/// Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.
[Tooltip("Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.")]
[Range(0f,1f)]
publicfloatSpatialBlend;
[Header("Effects")]
/// Bypass effects (Applied from filter components or global listener filters).
[Tooltip("Bypass effects (Applied from filter components or global listener filters).")]
publicboolBypassEffects=false;
/// When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.
[Tooltip("When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.")]
publicboolBypassListenerEffects=false;
/// When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.
[Tooltip("When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.")]
publicboolBypassReverbZones=false;
/// Sets the priority of the AudioSource.
[Tooltip("Sets the priority of the AudioSource.")]
[Range(0, 256)]
publicintPriority=128;
/// The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.
[Tooltip("The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.")]
[Range(0f,1.1f)]
publicfloatReverbZoneMix=1f;
[Header("3D Sound Settings")]
/// Sets the Doppler scale for this AudioSource.
[Tooltip("Sets the Doppler scale for this AudioSource.")]
[Range(0f,5f)]
publicfloatDopplerLevel=1f;
/// Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.
[Tooltip("Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space.")]
[Range(0,360)]
publicintSpread=0;
/// Sets/Gets how the AudioSource attenuates over distance.
[Tooltip("Sets/Gets how the AudioSource attenuates over distance.")]