Struct AudioWorldPosition
Immutable, engine-agnostic world position at which a sound can be played.
Backed by a Vector3 (pure C# — no UnityEngine dependency)
so it can travel through the Domain and Application layers and still expose vector math for
future runtime priority work. The Unity layer converts Position to a
UnityEngine.Vector3 when it relocates the emitter for playback.
Assembly: Serenity.AudioPlayer.Domain.dll
Syntax
public readonly struct AudioWorldPosition : IEquatable<AudioWorldPosition>
Constructors
AudioWorldPosition(Vector3)
Creates a new world position from an existing vector.
Declaration
public AudioWorldPosition(Vector3 position)
Parameters
| Type |
Name |
Description |
| Vector3 |
position |
The world position vector.
|
AudioWorldPosition(float, float, float)
Creates a new world position from raw coordinates.
Declaration
public AudioWorldPosition(float x, float y, float z)
Parameters
| Type |
Name |
Description |
| float |
x |
World X position.
|
| float |
y |
World Y position.
|
| float |
z |
World Z position.
|
Fields
Position
Declaration
public readonly Vector3 Position
Field Value
Methods
Equals(AudioWorldPosition)
Declaration
public bool Equals(AudioWorldPosition other)
Parameters
Returns
Equals(object)
Declaration
public override bool Equals(object obj)
Parameters
| Type |
Name |
Description |
| object |
obj |
|
Returns
Overrides
GetHashCode()
Declaration
public override int GetHashCode()
Returns
Overrides
ToString()
Declaration
public override string ToString()
Returns
Overrides
Operators
operator ==(AudioWorldPosition, AudioWorldPosition)
Declaration
public static bool operator ==(AudioWorldPosition left, AudioWorldPosition right)
Parameters
Returns
operator !=(AudioWorldPosition, AudioWorldPosition)
Declaration
public static bool operator !=(AudioWorldPosition left, AudioWorldPosition right)
Parameters
Returns
Implements