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
The starting point for creating and innovating, here you can add the required AudioClip and define its behavior and performance during playback.
Last updated
The library is primarily composed of two data structures: Asset and Entity. Their relationship is illustrated in the following diagram:
Asset is a ScriptableObject 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 ClipList 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.
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.