Table of Contents

Class SM

Namespace
FistVR
Assembly
Assembly-CSharp.dll
public class SM : ManagerSingleton<SM>
Inheritance
SM
Inherited Members

Constructors

SM()

public SM()

Fields

AudioBulletImpactSets

public AudioBulletImpactSet[] AudioBulletImpactSets

Field Value

AudioBulletImpactSet[]

AudioEvent_Beep

public AudioEvent AudioEvent_Beep

Field Value

AudioEvent

AudioEvent_Boop

public AudioEvent AudioEvent_Boop

Field Value

AudioEvent

AudioEvent_Error

public AudioEvent AudioEvent_Error

Field Value

AudioEvent

AudioImpactSets

public AudioImpactSet[] AudioImpactSets

Field Value

AudioImpactSet[]

HearingLossCurve_EchoWetMix

public AnimationCurve HearingLossCurve_EchoWetMix

Field Value

AnimationCurve

HearingLossCurve_LowPassThreshold

public AnimationCurve HearingLossCurve_LowPassThreshold

Field Value

AnimationCurve

HearingLossCurve_Tinnitus

public AnimationCurve HearingLossCurve_Tinnitus

Field Value

AnimationCurve

MasterMixer

public AudioMixer MasterMixer

Field Value

AudioMixer

OcclusionFactorCurve

public AnimationCurve OcclusionFactorCurve

Field Value

AnimationCurve

OcclusionLM

public LayerMask OcclusionLM

Field Value

LayerMask

PrefabDirectory

public FVRPooledAudioPrefabDirectory PrefabDirectory

Field Value

FVRPooledAudioPrefabDirectory

ReverbSettingProfiles

public FVRReverbSettingProfile[] ReverbSettingProfiles

Field Value

FVRReverbSettingProfile[]

TailsDirectories

public FVRSoundTailsDirectory[] TailsDirectories

Field Value

FVRSoundTailsDirectory[]

TinnitusSound

public AudioSource TinnitusSound

Field Value

AudioSource

Properties

ActivePools

public static List<SM.AudioSourcePool> ActivePools { get; }

Property Value

List<SM.AudioSourcePool>

ReverbSystem

public static FVRReverbSystem ReverbSystem { get; set; }

Property Value

FVRReverbSystem

Methods

Awake()

protected override void Awake()

ClearGenericPools()

public static void ClearGenericPools()

CreatePool(int, int, FVRPooledAudioType)

public static SM.AudioSourcePool CreatePool(int initSize, int maxSize, FVRPooledAudioType type)

Parameters

initSize int
maxSize int
type FVRPooledAudioType

Returns

SM.AudioSourcePool

DoesReverbSystemExist()

public static bool DoesReverbSystemExist()

Returns

bool

GetButtletImpactAudioEvent(BulletImpactSoundType)

public static AudioEvent GetButtletImpactAudioEvent(BulletImpactSoundType t)

Parameters

t BulletImpactSoundType

Returns

AudioEvent

GetCorePool(FVRPooledAudioType)

public static SM.AudioSourcePool GetCorePool(FVRPooledAudioType type)

Parameters

type FVRPooledAudioType

Returns

SM.AudioSourcePool

GetImpactAudioEvent(ImpactType, MatSoundType, AudioImpactIntensity)

public static AudioEvent GetImpactAudioEvent(ImpactType impacttype, MatSoundType mat, AudioImpactIntensity impactIntensity)

Parameters

impacttype ImpactType
mat MatSoundType
impactIntensity AudioImpactIntensity

Returns

AudioEvent

GetImpactSoundVolumeMultFromMaterial(MatSoundType)

public static float GetImpactSoundVolumeMultFromMaterial(MatSoundType m)

Parameters

m MatSoundType

Returns

float

GetLowPassOcclusionValue(Vector3, Vector3)

public static float GetLowPassOcclusionValue(Vector3 start, Vector3 end)

Parameters

start Vector3
end Vector3

Returns

float

GetOcclusionFactor(Vector3, Vector3)

public static float GetOcclusionFactor(Vector3 start, Vector3 end)

Parameters

start Vector3
end Vector3

Returns

float

GetPlayerReverbEnvironment()

public static FVRReverbEnvironment GetPlayerReverbEnvironment()

Returns

FVRReverbEnvironment

GetPrefabForType(FVRPooledAudioType)

public static GameObject GetPrefabForType(FVRPooledAudioType type)

Parameters

type FVRPooledAudioType

Returns

GameObject

GetReverbEnvironment(Vector3)

public static FVRReverbEnvironment GetReverbEnvironment(Vector3 pos)

Parameters

pos Vector3

Returns

FVRReverbEnvironment

GetReverbSettingProfile(FVRSoundEnvironment)

public static FVRReverbSettingProfile GetReverbSettingProfile(FVRSoundEnvironment rEnvironment)

Parameters

rEnvironment FVRSoundEnvironment

Returns

FVRReverbSettingProfile

GetSoundEnvironment(Vector3)

public static FVRSoundEnvironment GetSoundEnvironment(Vector3 pos)

Parameters

pos Vector3

Returns

FVRSoundEnvironment

GetSoundTravelDistanceMultByEnvironment(FVRSoundEnvironment)

public static float GetSoundTravelDistanceMultByEnvironment(FVRSoundEnvironment se)

Parameters

se FVRSoundEnvironment

Returns

float

GetTailSet(FVRTailSoundClass, FVRSoundEnvironment)

public static AudioEvent GetTailSet(FVRTailSoundClass tClass, FVRSoundEnvironment tEnvironment)

Parameters

tClass FVRTailSoundClass
tEnvironment FVRSoundEnvironment

Returns

AudioEvent

PlayBulletImpactHit(BulletImpactSoundType, Vector3, float, float)

public static float PlayBulletImpactHit(BulletImpactSoundType type, Vector3 pos, float volumeMult, float pitchmult)

Parameters

type BulletImpactSoundType
pos Vector3
volumeMult float
pitchmult float

Returns

float

PlayBulletImpactHit(BulletImpactSoundType, Vector3, float, float, float)

public static float PlayBulletImpactHit(BulletImpactSoundType type, Vector3 pos, float distanceLimit, float volumeMult, float pitchmult)

Parameters

type BulletImpactSoundType
pos Vector3
distanceLimit float
volumeMult float
pitchmult float

Returns

float

PlayCoreSound(FVRPooledAudioType, AudioEvent, Vector3)

public static FVRPooledAudioSource PlayCoreSound(FVRPooledAudioType type, AudioEvent ClipSet, Vector3 pos)

Parameters

type FVRPooledAudioType
ClipSet AudioEvent
pos Vector3

Returns

FVRPooledAudioSource

PlayCoreSoundDelayed(FVRPooledAudioType, AudioEvent, Vector3, float)

public static void PlayCoreSoundDelayed(FVRPooledAudioType type, AudioEvent ClipSet, Vector3 pos, float delay)

Parameters

type FVRPooledAudioType
ClipSet AudioEvent
pos Vector3
delay float

PlayCoreSoundDelayedOverrides(FVRPooledAudioType, AudioEvent, Vector3, Vector2, Vector2, float)

public static void PlayCoreSoundDelayedOverrides(FVRPooledAudioType type, AudioEvent ClipSet, Vector3 pos, Vector2 vol, Vector2 pitch, float delay)

Parameters

type FVRPooledAudioType
ClipSet AudioEvent
pos Vector3
vol Vector2
pitch Vector2
delay float

PlayCoreSoundOverrides(FVRPooledAudioType, AudioEvent, Vector3, Vector2, Vector2)

public static void PlayCoreSoundOverrides(FVRPooledAudioType type, AudioEvent ClipSet, Vector3 pos, Vector2 volMult, Vector2 pitchMult)

Parameters

type FVRPooledAudioType
ClipSet AudioEvent
pos Vector3
volMult Vector2
pitchMult Vector2

PlayGenericSound(AudioEvent, Vector3)

public static void PlayGenericSound(AudioEvent ClipSet, Vector3 pos)

Parameters

ClipSet AudioEvent
pos Vector3

PlayGlobalUISound(GlobalUISound, Vector3)

public static void PlayGlobalUISound(SM.GlobalUISound sound, Vector3 p)

Parameters

sound SM.GlobalUISound
p Vector3

PlayHandlingGrabSound(HandlingGrabType, Vector3, bool)

public static void PlayHandlingGrabSound(HandlingGrabType t, Vector3 pos, bool isHard)

Parameters

t HandlingGrabType
pos Vector3
isHard bool

PlayHandlingReleaseIntoSlotSound(HandlingReleaseIntoSlotType, Vector3)

public static void PlayHandlingReleaseIntoSlotSound(HandlingReleaseIntoSlotType t, Vector3 pos)

Parameters

t HandlingReleaseIntoSlotType
pos Vector3

PlayHandlingReleaseSound(HandlingReleaseType, Vector3)

public static void PlayHandlingReleaseSound(HandlingReleaseType t, Vector3 pos)

Parameters

t HandlingReleaseType
pos Vector3

PlayImpactSound(ImpactType, MatSoundType, AudioImpactIntensity, Vector3, FVRPooledAudioType, float)

public static float PlayImpactSound(ImpactType impacttype, MatSoundType mat, AudioImpactIntensity impactIntensity, Vector3 pos, FVRPooledAudioType pool, float distanceLimit)

Parameters

impacttype ImpactType
mat MatSoundType
impactIntensity AudioImpactIntensity
pos Vector3
pool FVRPooledAudioType
distanceLimit float

Returns

float

PlayImpactSound(ImpactType, MatSoundType, AudioImpactIntensity, Vector3, FVRPooledAudioType, float, float, float)

public static float PlayImpactSound(ImpactType impacttype, MatSoundType mat, AudioImpactIntensity impactIntensity, Vector3 pos, FVRPooledAudioType pool, float distanceLimit, float volumeMult, float pitchMult)

Parameters

impacttype ImpactType
mat MatSoundType
impactIntensity AudioImpactIntensity
pos Vector3
pool FVRPooledAudioType
distanceLimit float
volumeMult float
pitchMult float

Returns

float

PowerSound(float)

public static void PowerSound(float intensity)

Parameters

intensity float

SetReverbEnvironment(FVRSoundEnvironment)

public static void SetReverbEnvironment(FVRSoundEnvironment e)

Parameters

e FVRSoundEnvironment

TransitionToReverbEnvironment(FVRSoundEnvironment, float)

public static void TransitionToReverbEnvironment(FVRSoundEnvironment e, float s)

Parameters

e FVRSoundEnvironment
s float

Update()

public void Update()

WarmupGenericPools()

public static void WarmupGenericPools()