logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Class SoundMixerEffectLoopBinder

    Editor-only helper that registers an effect-loop definition into the project's UnitySoundMixerSettings so the runtime service can resolve it by id (the service builds its lookup strictly from settings.EffectLoops). Idempotent: it adds the definition only when missing. The target settings asset is the one project-owned settings asset that references the definition's own mixer — never settings made for another mixer, and never settings the package ships, which the next package update overwrites. DescribeSettingsProblemFor(AudioMixer) states the same resolution's failure before a run, so a wizard can block on it instead of failing after it started. Never throws to the caller.

    Inheritance
    object
    SoundMixerEffectLoopBinder
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.SoundMixer.Infrastructure.AudioMixerEffectLoop.Editor
    Assembly: Serenity.UnitySoundMixer.Infrastructure.Editor.dll
    Syntax
    public static class SoundMixerEffectLoopBinder

    Methods

    DescribeSettingsProblemFor(AudioMixer)

    Why a loop on mixer could not be registered, naming the mixer and the way forward, or null when exactly one project-owned settings asset references it.

    Declaration
    public static string DescribeSettingsProblemFor(AudioMixer mixer)
    Parameters
    Type Name Description
    AudioMixer mixer
    Returns
    Type Description
    string

    EnsureRegistered(UnitySoundMixerEffectLoopDefinition, SerenityAssetCreationTransaction)

    Ensures definition is present in the matching settings' EffectLoops list, adding and saving it when missing. Fails clearly when no suitable settings asset can be found or when a different definition already occupies the same id. Given a transaction, the settings asset is captured on it before the append, so a run that fails later puts the list back.

    Declaration
    public static SoundMixerEffectLoopBinder.RegistrationReport EnsureRegistered(UnitySoundMixerEffectLoopDefinition definition, SerenityAssetCreationTransaction transaction = null)
    Parameters
    Type Name Description
    UnitySoundMixerEffectLoopDefinition definition
    SerenityAssetCreationTransaction transaction
    Returns
    Type Description
    SoundMixerEffectLoopBinder.RegistrationReport
    In this article
    © 2026 Serenity. All Rights Reserved