public AudioMixerGroupController CreateNewGroup(string name, bool storeUndoState) { var group = new AudioMixerGroupController(this); group.name = name; group.PreallocateGUIDs(); var effect = new AudioMixerEffectController("Attenuation"); AddNewSubAsset(effect, storeUndoState); effect.PreallocateGUIDs(); group.InsertEffect(effect, 0); AddNewSubAsset(group, storeUndoState); return(group); }
public void CreateDefaultAsset(string path) { masterGroup = new AudioMixerGroupController(this); masterGroup.name = "Master"; masterGroup.PreallocateGUIDs(); var attenuation = new AudioMixerEffectController("Attenuation"); attenuation.PreallocateGUIDs(); masterGroup.InsertEffect(attenuation, 0); AudioMixerSnapshotController snapshot = new AudioMixerSnapshotController(this); snapshot.name = "Snapshot"; this.snapshots = new AudioMixerSnapshotController[] { snapshot }; this.startSnapshot = snapshot; Object[] objectArray = { this, masterGroup, attenuation, snapshot }; AssetDatabase.CreateAssetFromObjects(objectArray, path); }
public AudioMixerGroupController CreateNewGroup(string name, bool storeUndoState) { AudioMixerGroupController mixerGroupController = new AudioMixerGroupController((AudioMixer) this); mixerGroupController.name = name; mixerGroupController.PreallocateGUIDs(); AudioMixerEffectController effect = new AudioMixerEffectController("Attenuation"); this.AddNewSubAsset((UnityEngine.Object) effect, storeUndoState); effect.PreallocateGUIDs(); mixerGroupController.InsertEffect(effect, 0); this.AddNewSubAsset((UnityEngine.Object) mixerGroupController, storeUndoState); return mixerGroupController; }
public AudioMixerGroupController CreateNewGroup(string name, bool storeUndoState) { AudioMixerGroupController audioMixerGroupController = new AudioMixerGroupController(this); audioMixerGroupController.name = name; audioMixerGroupController.PreallocateGUIDs(); AudioMixerEffectController audioMixerEffectController = new AudioMixerEffectController("Attenuation"); this.AddNewSubAsset(audioMixerEffectController, storeUndoState); audioMixerEffectController.PreallocateGUIDs(); audioMixerGroupController.InsertEffect(audioMixerEffectController, 0); this.AddNewSubAsset(audioMixerGroupController, storeUndoState); return audioMixerGroupController; }