Class UnityAudioRoomComponent
A room for the positioned depth cues: a space with openings (Audio Portals) through which a sound behind its walls is heard. The room announces itself to a registry while it is enabled and lists the portals that are open right now. Its shape is its first enabled trigger collider that can tell where a point lies, found when the room is enabled and when it starts. A room that has no shape, or whose shape is no longer usable (disabled, no longer a trigger, no longer able to answer), looks again when it is asked, at most once a frame, so a collider added or enabled later is seen on the next frame; a room whose shape is still usable never looks again until it is enabled; a collider destroyed while the room is enabled is replaced by the next supported trigger at once. A room that contains nothing, or has no portal under it, tells the author once when it starts. The room seam is implemented explicitly so the public surface stays unchanged.
Namespace: Serenity.AudioPlayer.Infrastructure.Components
Assembly: Serenity.UnityAudioPlayer.Infrastructure.dll
Syntax
public sealed class UnityAudioRoomComponent : MonoBehaviour
Constructors
UnityAudioRoomComponent()
Declaration
public UnityAudioRoomComponent()