BroAudio
Quick StartScripting APIAsset Store
  • Overview
    • Introduction
    • Getting Started
    • Compatibility
  • Core Features
    • Library Manager
      • Create The Library
      • Design The Sound
        • 🔊Volume
        • 🎚️Fading
        • 🔁Looping
        • 🎲Randomization
        • 💪Velocity
        • 🎛️Spatial & Mix
    • Audio Player
      • Music Player
      • Dominator Player
    • Playback Group
    • Audio Effect
    • No-Code Components
      • Sound Source
      • Sound Volume
      • Spectrum Analyzer
    • Addressables
    • Customization
  • Designs
    • Audio Mixer
  • Tools
    • Audio Clip Editor
    • Audio Effect Editor
    • Useful Attrubutes
  • Reference
    • Scripting API
      • Class
        • BroAudio
        • SoundSource
        • BroAdvice
      • Interface
        • IAudioPlayer
        • IMusicPlayer
        • IPlayerEffect
        • IAutoResetWaitable
        • IAudioSourceProxy
      • Struct
        • SoundID
        • Effect
        • Fading
      • Enums
        • BroAudioType
        • EffectType
        • StopMode
        • Transition
        • Ease
    • Unity API Integration
    • Audio Terminology
    • Technical Details
  • Others
    • Release Notes
    • Known Issues
      • Duplicate SoundID Issue
    • Roadmap
    • Support & Contact
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On this page
  • Asset
  • Entity
  • SoundID
  1. Core Features

Library Manager

The starting point for creating and innovating, here you can add the required AudioClip and define its behavior and performance during playback.

Last updated 1 year ago

The library is primarily composed of two data structures: Asset and Entity. Their relationship is illustrated in the following diagram:

Asset

Entity

SoundID

When an entity is created in the LibraryManager, a SoundID is automatically generated. Once the SoundID is serialized (by [SerializedField] or public), a dropdown menu appears in the inspector.

Asset is a that contains a collection of Entities. You can group commonly used sounds together in the same Asset. As you can see in the diagram above, all sounds related to the "Player" are stored within the Player Asset.

An Entity represents a single sound, so when it is played, only one AudioClip from its will be played. Here, we set which AudioClip it should play, how it should be played, and what kind of characteristic it will have during playback.

ScriptableObject
see how to do this in action
ClipList
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