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ISoundManagerMethods

Trait ISoundManagerMethods 

Source
pub trait ISoundManagerMethods: ISoundManager {
Show 128 methods // Provided methods fn get_param(self) -> SoundSystem_ISoundParam { ... } fn set_param(self, value: impl Into<SoundSystem_ISoundParam>) { ... } fn get_loader(self) -> SoundSystem_ISoundLoad { ... } fn set_loader(self, value: impl Into<SoundSystem_ISoundLoad>) { ... } fn get_player(self) -> SoundSystem_ISoundPlay { ... } fn set_player(self, value: impl Into<SoundSystem_ISoundPlay>) { ... } fn get_field_bgm_manager(self) -> FieldBgmManager { ... } fn set_field_bgm_manager(self, value: impl Into<FieldBgmManager>) { ... } fn ctor(self) { ... } fn on_enable(self) { ... } fn init(self) { ... } fn reset_master_volume(self) { ... } fn serialize(self, stream: impl Into<Stream_2>) { ... } fn deserialize(self, stream: impl Into<Stream_2>) { ... } fn set_language(self, language: impl Into<Language_Langs>) { ... } fn get_event_se_volume(self) -> f32 { ... } fn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool { ... } fn is_event_playing(self, event_name: impl Into<Il2CppString>) -> bool { ... } fn is_bgm_event_playing(self, event_name: impl Into<Il2CppString>) -> bool { ... } fn find_sound_handle_by_event_name( self, event_name: impl Into<Il2CppString>, ) -> SoundSystem_SoundHandle { ... } fn find_sound_handles_by_event_name( self, event_name: impl Into<Il2CppString>, ) -> List_1<SoundSystem_SoundHandle> { ... } fn find_sound_handle_by_event_id( self, event_id: impl Into<u32>, ) -> SoundSystem_SoundHandle { ... } fn find_sound_handles_by_event_id( self, event_id: impl Into<u32>, ) -> List_1<SoundSystem_SoundHandle> { ... } fn get_sound_handle_list( self, prefix: impl Into<Il2CppString>, ) -> List_1<SoundSystem_SoundHandle> { ... } fn is_event_se_playing(self) -> bool { ... } fn get_audio_listener_object(self) -> GameObject { ... } fn get_audio_listener_position(self) -> Vector3 { ... } fn get_audio_listener_rotation(self) -> Quaternion { ... } fn load_sound(self, name: impl Into<Il2CppString>) { ... } fn load_sound_async(self, name: impl Into<Il2CppString>) { ... } fn is_loading_sound(self) -> bool { ... } fn is_loading_sound_2(self, name: impl Into<Il2CppString>) -> bool { ... } fn unload_sound(self, name: impl Into<Il2CppString>) { ... } fn unload_sound_all(self) { ... } fn reload_sound_by_set_language(self, language: impl Into<Language_Voices>) { ... } fn prepare_event(self, event_name: impl Into<Il2CppString>) -> bool { ... } fn prepare_event_2( self, event_name_array: impl Into<Array<Il2CppString>>, ) -> bool { ... } fn prepare_event_async( self, event_name: impl Into<Il2CppString>, ) -> (bool, SoundSystem_ResultSoundLoad) { ... } fn prepare_event_async_2( self, event_name_array: impl Into<Array<Il2CppString>>, ) -> (bool, SoundSystem_ResultSoundLoad) { ... } fn unprepare_event(self, event_name_array: impl Into<Il2CppString>) { ... } fn unprepare_event_2(self, event_name_array: impl Into<Array<Il2CppString>>) { ... } fn prepare_switch( self, switch_group_name: impl Into<Il2CppString>, switch_name: impl Into<Il2CppString>, ) -> bool { ... } fn prepare_switch_2( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Array<Il2CppString>>, ) -> bool { ... } fn prepare_switch_async( self, switch_group_name: impl Into<Il2CppString>, switch_name: impl Into<Il2CppString>, ) -> (bool, SoundSystem_ResultSoundLoad) { ... } fn prepare_switch_async_2( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Array<Il2CppString>>, ) -> (bool, SoundSystem_ResultSoundLoad) { ... } fn unprepare_switch( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Il2CppString>, ) { ... } fn unprepare_switch_2( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Array<Il2CppString>>, ) { ... } fn clear_prepare(self) { ... } fn get_temporary_game_object(self) -> GameObject { ... } fn post_event( self, event_name: impl Into<Il2CppString>, character: impl Into<Character>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle { ... } fn post_event_2( self, event_name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, character: impl Into<Character>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle { ... } fn post_event_with_temporary_game_object( self, event_name: impl Into<Il2CppString>, temporary_game_object: impl Into<GameObject>, character: impl Into<Character>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle { ... } fn post_event_direct( self, event_name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, flag: impl Into<u32>, callback: impl Into<AkCallbackManager_EventCallback>, cookie: impl Into<Object>, ) -> SoundSystem_SoundHandle { ... } fn execute_action_on_event_direct( self, event_name: impl Into<Il2CppString>, event_type: impl Into<AkActionOnEventType>, msec: impl Into<i32>, interpolation: impl Into<AkCurveInterpolation>, game_object: impl Into<GameObject>, playing_id: impl Into<u32>, ) -> AKRESULT { ... } fn stop_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, ) { ... } fn stop_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, ) { ... } fn pause_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, ) { ... } fn pause_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, ) { ... } fn resume_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, ) { ... } fn resume_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, ) { ... } fn stop_by_playing_id( self, playing_id: impl Into<u32>, fade_msec: impl Into<i32>, ) { ... } fn get_play_position( self, playing_id: impl Into<u32>, position_offset: impl Into<i32>, ) -> i32 { ... } fn get_master_bgm_volume(self) -> f32 { ... } fn get_master_se_volume(self) -> f32 { ... } fn get_master_env_volume(self) -> f32 { ... } fn get_master_voice_volume(self) -> f32 { ... } fn set_master_bgm_volume( self, vol: impl Into<f32>, fade_msec: impl Into<i32>, ) { ... } fn set_master_se_volume( self, vol: impl Into<f32>, fade_msec: impl Into<i32>, ) { ... } fn set_master_env_volume( self, vol: impl Into<f32>, fade_msec: impl Into<i32>, ) { ... } fn set_master_voice_volume( self, vol: impl Into<f32>, fade_msec: impl Into<i32>, ) { ... } fn get_config_bgm_volume(self) -> f32 { ... } fn get_config_se_volume(self) -> f32 { ... } fn get_config_env_volume(self) -> f32 { ... } fn get_config_voice_volume(self) -> f32 { ... } fn set_config_bgm_volume(self, vol: impl Into<f32>) { ... } fn set_config_se_volume(self, vol: impl Into<f32>) { ... } fn set_config_env_volume(self, vol: impl Into<f32>) { ... } fn set_config_voice_volume(self, vol: impl Into<f32>) { ... } fn set_volume(self, vol: impl Into<f32>, game_object: impl Into<GameObject>) { ... } fn get_global_enum_param( self, value_name: impl Into<Il2CppString>, ) -> (bool, u32) { ... } fn get_enum_param(self, value_name: impl Into<Il2CppString>) -> (bool, u32) { ... } fn get_game_param(self, value_name: impl Into<Il2CppString>) -> (bool, f32) { ... } fn get_game_param_2( self, value_name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, ) -> (bool, f32) { ... } fn set_global_enum_param( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, ) -> bool { ... } fn set_global_enum_param_2( self, value_name: impl Into<Il2CppString>, value: impl Into<u32>, ) -> bool { ... } fn set_enum_param( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, ) -> bool { ... } fn set_enum_param_2( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, game_object: impl Into<GameObject>, ) -> bool { ... } fn set_game_param( self, value_name: impl Into<Il2CppString>, value: impl Into<f32>, ) -> bool { ... } fn set_game_param_2( self, value_name: impl Into<Il2CppString>, value: impl Into<f32>, game_object: impl Into<GameObject>, ) -> bool { ... } fn push_global_enum_param_map_or_combat( self, value: impl Into<Il2CppString>, ) { ... } fn pop_global_enum_param_map_or_combat(self) { ... } fn set_position( self, pos: impl Into<Vector3>, temporary_game_object: impl Into<GameObject>, ) { ... } fn field_bgm_is_set_phase_bgm(self) -> bool { ... } fn field_bgm_init(self) { ... } fn field_bgm_final(self, fade_msec: impl Into<i32>) { ... } fn field_bgm_set_phase_bgm( self, chapter: impl Into<ChapterData>, is_encount: impl Into<bool>, ) { ... } fn field_bgm_restore_phase_bgm(self) { ... } fn field_bgm_set_phase_bgm_2( self, player_phase_bgm: impl Into<Il2CppString>, enemy_phase_bgm: impl Into<Il2CppString>, ally_phase_bgm: impl Into<Il2CppString>, ) -> bool { ... } fn field_bgm_play_bgm(self, force_type: impl Into<Force_Type>) { ... } fn field_bgm_stop_bgm(self, fade_msec: impl Into<i32>) { ... } fn field_bgm_pause_bgm(self, fade_msec: impl Into<i32>) { ... } fn field_bgm_resume_bgm(self, fade_msec: impl Into<i32>) { ... } fn field_bgm_set_bgm_volume( self, vol: impl Into<f32>, fade_msec: impl Into<i32>, ) { ... } fn field_bgm_set_war_situation_param( self, value_name: impl Into<Il2CppString>, ) { ... } fn field_bgm_restore_war_situation_param(self) { ... } fn field_bgm_start_special_battle_bgm_continue_turn(self) { ... } fn field_bgm_set_special_battle_bgm_continue_turn_for_rewind( self, turn: impl Into<i32>, ) { ... } fn field_bgm_change_force_type( self, force_type: impl Into<Force_Type>, super_: impl Into<ProcInst>, is_turn_elapsed: impl Into<bool>, ) { ... } fn field_bgm_change_force_type_imm(self, force_type: impl Into<Force_Type>) { ... } fn field_bgm_set_first_played_flag(self) { ... } fn field_bgm_play_special_battle_bgm( self, event_name: impl Into<Il2CppString>, ) { ... } fn field_bgm_pause_special_battle_bgm( self, event_name: impl Into<Il2CppString>, ) { ... } fn field_bgm_is_special_battle_bgm_exist( self, event_name: impl Into<Il2CppString>, ) -> bool { ... } fn update(self) { ... } fn update_listener_position(self) { ... } fn update_master_volume(self) { ... } fn update_config_volume(self) { ... } fn update_map_camera_height(self) { ... } fn update_sound_handle_list(self) { ... } fn update_output_device(self) { ... } fn measure_bus_volume(self) { ... } fn is_in_bmap_sequence(self) -> bool { ... } fn is_in_unit_detail_or_class_change(self) -> bool { ... } fn is_in_combat(self) -> bool { ... } fn load_lip_sync_data_async( self, lip_sync_data_file_name: impl Into<Il2CppString>, ) { ... } fn unload_lip_sync_data( self, lip_sync_data_file_name: impl Into<Il2CppString>, ) { ... } fn unload_lip_sync_data_all(self) { ... } fn get_lip_sync_data( self, event_name: impl Into<Il2CppString>, ) -> SoundSystem_LipSyncData { ... }
}

Provided Methods§

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fn get_param(self) -> SoundSystem_ISoundParam

get_Param() overload

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fn set_param(self, value: impl Into<SoundSystem_ISoundParam>)

set_Param(crate::app::soundsystem::SoundSystem_ISoundParam) overload

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fn get_loader(self) -> SoundSystem_ISoundLoad

get_Loader() overload

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fn set_loader(self, value: impl Into<SoundSystem_ISoundLoad>)

set_Loader(crate::app::soundsystem::SoundSystem_ISoundLoad) overload

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fn get_player(self) -> SoundSystem_ISoundPlay

get_Player() overload

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fn set_player(self, value: impl Into<SoundSystem_ISoundPlay>)

set_Player(crate::app::soundsystem::SoundSystem_ISoundPlay) overload

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fn get_field_bgm_manager(self) -> FieldBgmManager

get_FieldBgmManager() overload

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fn set_field_bgm_manager(self, value: impl Into<FieldBgmManager>)

set_FieldBgmManager(crate::app::fieldbgmmanager::FieldBgmManager) overload

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fn ctor(self)

.ctor() overload

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fn on_enable(self)

OnEnable() overload

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fn init(self)

Init() overload

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fn reset_master_volume(self)

ResetMasterVolume() overload

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fn serialize(self, stream: impl Into<Stream_2>)

Serialize(crate::app::stream_2::Stream_2) overload

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fn deserialize(self, stream: impl Into<Stream_2>)

Deserialize(crate::app::stream_2::Stream_2) overload

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fn set_language(self, language: impl Into<Language_Langs>)

SetLanguage(crate::app::language::Language_Langs) overload

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fn get_event_se_volume(self) -> f32

GetEventSeVolume() overload

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fn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool

IsEventLoaded(::unity::Il2CppString) overload

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fn is_event_playing(self, event_name: impl Into<Il2CppString>) -> bool

IsEventPlaying(::unity::Il2CppString) overload

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fn is_bgm_event_playing(self, event_name: impl Into<Il2CppString>) -> bool

IsBgmEventPlaying(::unity::Il2CppString) overload

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fn find_sound_handle_by_event_name( self, event_name: impl Into<Il2CppString>, ) -> SoundSystem_SoundHandle

FindSoundHandleByEventName(::unity::Il2CppString) overload

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fn find_sound_handles_by_event_name( self, event_name: impl Into<Il2CppString>, ) -> List_1<SoundSystem_SoundHandle>

FindSoundHandlesByEventName(::unity::Il2CppString) overload

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fn find_sound_handle_by_event_id( self, event_id: impl Into<u32>, ) -> SoundSystem_SoundHandle

FindSoundHandleByEventId(u32) overload

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fn find_sound_handles_by_event_id( self, event_id: impl Into<u32>, ) -> List_1<SoundSystem_SoundHandle>

FindSoundHandlesByEventId(u32) overload

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fn get_sound_handle_list( self, prefix: impl Into<Il2CppString>, ) -> List_1<SoundSystem_SoundHandle>

GetSoundHandleList(::unity::Il2CppString) overload

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fn is_event_se_playing(self) -> bool

IsEventSePlaying() overload

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fn get_audio_listener_object(self) -> GameObject

GetAudioListenerObject() overload

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fn get_audio_listener_position(self) -> Vector3

GetAudioListenerPosition() overload

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fn get_audio_listener_rotation(self) -> Quaternion

GetAudioListenerRotation() overload

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fn load_sound(self, name: impl Into<Il2CppString>)

LoadSound(::unity::Il2CppString) overload

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fn load_sound_async(self, name: impl Into<Il2CppString>)

LoadSoundAsync(::unity::Il2CppString) overload

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fn is_loading_sound(self) -> bool

IsLoadingSound() overload

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fn is_loading_sound_2(self, name: impl Into<Il2CppString>) -> bool

IsLoadingSound(::unity::Il2CppString) overload

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fn unload_sound(self, name: impl Into<Il2CppString>)

UnloadSound(::unity::Il2CppString) overload

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fn unload_sound_all(self)

UnloadSoundAll() overload

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fn reload_sound_by_set_language(self, language: impl Into<Language_Voices>)

ReloadSoundBySetLanguage(crate::app::language::Language_Voices) overload

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fn prepare_event(self, event_name: impl Into<Il2CppString>) -> bool

PrepareEvent(::unity::Il2CppString) overload

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fn prepare_event_2( self, event_name_array: impl Into<Array<Il2CppString>>, ) -> bool

PrepareEvent(::unity::Array<::unity::Il2CppString>) overload

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fn prepare_event_async( self, event_name: impl Into<Il2CppString>, ) -> (bool, SoundSystem_ResultSoundLoad)

PrepareEventAsync(::unity::Il2CppString, *mutcrate::app::soundsystem::SoundSystem_ResultSoundLoad) overload

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fn prepare_event_async_2( self, event_name_array: impl Into<Array<Il2CppString>>, ) -> (bool, SoundSystem_ResultSoundLoad)

PrepareEventAsync(::unity::Array<::unity::Il2CppString>, *mutcrate::app::soundsystem::SoundSystem_ResultSoundLoad) overload

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fn unprepare_event(self, event_name_array: impl Into<Il2CppString>)

UnprepareEvent(::unity::Il2CppString) overload

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fn unprepare_event_2(self, event_name_array: impl Into<Array<Il2CppString>>)

UnprepareEvent(::unity::Array<::unity::Il2CppString>) overload

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fn prepare_switch( self, switch_group_name: impl Into<Il2CppString>, switch_name: impl Into<Il2CppString>, ) -> bool

PrepareSwitch(::unity::Il2CppString, ::unity::Il2CppString) overload

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fn prepare_switch_2( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Array<Il2CppString>>, ) -> bool

PrepareSwitch(::unity::Il2CppString, ::unity::Array<::unity::Il2CppString>) overload

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fn prepare_switch_async( self, switch_group_name: impl Into<Il2CppString>, switch_name: impl Into<Il2CppString>, ) -> (bool, SoundSystem_ResultSoundLoad)

PrepareSwitchAsync(::unity::Il2CppString, ::unity::Il2CppString, *mutcrate::app::soundsystem::SoundSystem_ResultSoundLoad) overload

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fn prepare_switch_async_2( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Array<Il2CppString>>, ) -> (bool, SoundSystem_ResultSoundLoad)

PrepareSwitchAsync(::unity::Il2CppString, ::unity::Array<::unity::Il2CppString>, *mutcrate::app::soundsystem::SoundSystem_ResultSoundLoad) overload

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fn unprepare_switch( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Il2CppString>, )

UnprepareSwitch(::unity::Il2CppString, ::unity::Il2CppString) overload

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fn unprepare_switch_2( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Array<Il2CppString>>, )

UnprepareSwitch(::unity::Il2CppString, ::unity::Array<::unity::Il2CppString>) overload

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fn clear_prepare(self)

ClearPrepare() overload

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fn get_temporary_game_object(self) -> GameObject

GetTemporaryGameObject() overload

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fn post_event( self, event_name: impl Into<Il2CppString>, character: impl Into<Character>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle

PostEvent(::unity::Il2CppString, crate::combat::character::Character, bool) overload

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fn post_event_2( self, event_name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, character: impl Into<Character>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle

PostEvent(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, crate::combat::character::Character, bool) overload

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fn post_event_with_temporary_game_object( self, event_name: impl Into<Il2CppString>, temporary_game_object: impl Into<GameObject>, character: impl Into<Character>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle

PostEventWithTemporaryGameObject(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, crate::combat::character::Character, bool) overload

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fn post_event_direct( self, event_name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, flag: impl Into<u32>, callback: impl Into<AkCallbackManager_EventCallback>, cookie: impl Into<Object>, ) -> SoundSystem_SoundHandle

PostEventDirect(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, u32, crate::root::akcallbackmanager::AkCallbackManager_EventCallback, crate::system::object::Object) overload

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fn execute_action_on_event_direct( self, event_name: impl Into<Il2CppString>, event_type: impl Into<AkActionOnEventType>, msec: impl Into<i32>, interpolation: impl Into<AkCurveInterpolation>, game_object: impl Into<GameObject>, playing_id: impl Into<u32>, ) -> AKRESULT

ExecuteActionOnEventDirect(::unity::Il2CppString, crate::root::akactiononeventtype::AkActionOnEventType, i32, crate::root::akcurveinterpolation::AkCurveInterpolation, crate::unity_engine::gameobject::GameObject, u32) overload

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fn stop_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )

StopSoundOnEvent(::unity::Il2CppString, i32) overload

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fn stop_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, )

StopSoundOnEvent(::unity::Il2CppString, i32, crate::unity_engine::gameobject::GameObject) overload

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fn pause_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )

PauseSoundOnEvent(::unity::Il2CppString, i32) overload

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fn pause_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, )

PauseSoundOnEvent(::unity::Il2CppString, i32, crate::unity_engine::gameobject::GameObject) overload

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fn resume_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )

ResumeSoundOnEvent(::unity::Il2CppString, i32) overload

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fn resume_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, )

ResumeSoundOnEvent(::unity::Il2CppString, i32, crate::unity_engine::gameobject::GameObject) overload

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fn stop_by_playing_id( self, playing_id: impl Into<u32>, fade_msec: impl Into<i32>, )

StopByPlayingId(u32, i32) overload

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fn get_play_position( self, playing_id: impl Into<u32>, position_offset: impl Into<i32>, ) -> i32

GetPlayPosition(u32, i32) overload

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fn get_master_bgm_volume(self) -> f32

GetMasterBgmVolume() overload

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fn get_master_se_volume(self) -> f32

GetMasterSeVolume() overload

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fn get_master_env_volume(self) -> f32

GetMasterEnvVolume() overload

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fn get_master_voice_volume(self) -> f32

GetMasterVoiceVolume() overload

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fn set_master_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)

SetMasterBgmVolume(f32, i32) overload

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fn set_master_se_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)

SetMasterSeVolume(f32, i32) overload

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fn set_master_env_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)

SetMasterEnvVolume(f32, i32) overload

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fn set_master_voice_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)

SetMasterVoiceVolume(f32, i32) overload

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fn get_config_bgm_volume(self) -> f32

GetConfigBgmVolume() overload

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fn get_config_se_volume(self) -> f32

GetConfigSeVolume() overload

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fn get_config_env_volume(self) -> f32

GetConfigEnvVolume() overload

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fn get_config_voice_volume(self) -> f32

GetConfigVoiceVolume() overload

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fn set_config_bgm_volume(self, vol: impl Into<f32>)

SetConfigBgmVolume(f32) overload

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fn set_config_se_volume(self, vol: impl Into<f32>)

SetConfigSeVolume(f32) overload

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fn set_config_env_volume(self, vol: impl Into<f32>)

SetConfigEnvVolume(f32) overload

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fn set_config_voice_volume(self, vol: impl Into<f32>)

SetConfigVoiceVolume(f32) overload

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fn set_volume(self, vol: impl Into<f32>, game_object: impl Into<GameObject>)

SetVolume(f32, crate::unity_engine::gameobject::GameObject) overload

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fn get_global_enum_param( self, value_name: impl Into<Il2CppString>, ) -> (bool, u32)

GetGlobalEnumParam(::unity::Il2CppString, *mutu32) overload

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fn get_enum_param(self, value_name: impl Into<Il2CppString>) -> (bool, u32)

GetEnumParam(::unity::Il2CppString, *mutu32) overload

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fn get_game_param(self, value_name: impl Into<Il2CppString>) -> (bool, f32)

GetGameParam(::unity::Il2CppString, *mutf32) overload

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fn get_game_param_2( self, value_name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, ) -> (bool, f32)

GetGameParam(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, *mutf32) overload

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fn set_global_enum_param( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, ) -> bool

SetGlobalEnumParam(::unity::Il2CppString, ::unity::Il2CppString) overload

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fn set_global_enum_param_2( self, value_name: impl Into<Il2CppString>, value: impl Into<u32>, ) -> bool

SetGlobalEnumParam(::unity::Il2CppString, u32) overload

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fn set_enum_param( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, ) -> bool

SetEnumParam(::unity::Il2CppString, ::unity::Il2CppString) overload

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fn set_enum_param_2( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, game_object: impl Into<GameObject>, ) -> bool

SetEnumParam(::unity::Il2CppString, ::unity::Il2CppString, crate::unity_engine::gameobject::GameObject) overload

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fn set_game_param( self, value_name: impl Into<Il2CppString>, value: impl Into<f32>, ) -> bool

SetGameParam(::unity::Il2CppString, f32) overload

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fn set_game_param_2( self, value_name: impl Into<Il2CppString>, value: impl Into<f32>, game_object: impl Into<GameObject>, ) -> bool

SetGameParam(::unity::Il2CppString, f32, crate::unity_engine::gameobject::GameObject) overload

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fn push_global_enum_param_map_or_combat(self, value: impl Into<Il2CppString>)

PushGlobalEnumParam_MapOrCombat(::unity::Il2CppString) overload

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fn pop_global_enum_param_map_or_combat(self)

PopGlobalEnumParam_MapOrCombat() overload

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fn set_position( self, pos: impl Into<Vector3>, temporary_game_object: impl Into<GameObject>, )

SetPosition(crate::unity_engine::vector3::Vector3, crate::unity_engine::gameobject::GameObject) overload

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fn field_bgm_is_set_phase_bgm(self) -> bool

FieldBgm_IsSetPhaseBgm() overload

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fn field_bgm_init(self)

FieldBgm_Init() overload

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fn field_bgm_final(self, fade_msec: impl Into<i32>)

FieldBgm_Final(i32) overload

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fn field_bgm_set_phase_bgm( self, chapter: impl Into<ChapterData>, is_encount: impl Into<bool>, )

FieldBgm_SetPhaseBgm(crate::app::chapterdata::ChapterData, bool) overload

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fn field_bgm_restore_phase_bgm(self)

FieldBgm_RestorePhaseBgm() overload

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fn field_bgm_set_phase_bgm_2( self, player_phase_bgm: impl Into<Il2CppString>, enemy_phase_bgm: impl Into<Il2CppString>, ally_phase_bgm: impl Into<Il2CppString>, ) -> bool

FieldBgm_SetPhaseBgm(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload

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fn field_bgm_play_bgm(self, force_type: impl Into<Force_Type>)

FieldBgm_PlayBgm(crate::app::force::Force_Type) overload

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fn field_bgm_stop_bgm(self, fade_msec: impl Into<i32>)

FieldBgm_StopBgm(i32) overload

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fn field_bgm_pause_bgm(self, fade_msec: impl Into<i32>)

FieldBgm_PauseBgm(i32) overload

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fn field_bgm_resume_bgm(self, fade_msec: impl Into<i32>)

FieldBgm_ResumeBgm(i32) overload

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fn field_bgm_set_bgm_volume( self, vol: impl Into<f32>, fade_msec: impl Into<i32>, )

FieldBgm_SetBgmVolume(f32, i32) overload

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fn field_bgm_set_war_situation_param(self, value_name: impl Into<Il2CppString>)

FieldBgm_SetWarSituationParam(::unity::Il2CppString) overload

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fn field_bgm_restore_war_situation_param(self)

FieldBgm_RestoreWarSituationParam() overload

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fn field_bgm_start_special_battle_bgm_continue_turn(self)

FieldBgm_StartSpecialBattleBgmContinueTurn() overload

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fn field_bgm_set_special_battle_bgm_continue_turn_for_rewind( self, turn: impl Into<i32>, )

FieldBgm_SetSpecialBattleBgmContinueTurnForRewind(i32) overload

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fn field_bgm_change_force_type( self, force_type: impl Into<Force_Type>, super_: impl Into<ProcInst>, is_turn_elapsed: impl Into<bool>, )

FieldBgm_ChangeForceType(crate::app::force::Force_Type, crate::app::procinst::ProcInst, bool) overload

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fn field_bgm_change_force_type_imm(self, force_type: impl Into<Force_Type>)

FieldBgm_ChangeForceTypeImm(crate::app::force::Force_Type) overload

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fn field_bgm_set_first_played_flag(self)

FieldBgm_SetFirstPlayedFlag() overload

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fn field_bgm_play_special_battle_bgm(self, event_name: impl Into<Il2CppString>)

FieldBgm_PlaySpecialBattleBgm(::unity::Il2CppString) overload

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fn field_bgm_pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>)

FieldBgm_PauseSpecialBattleBgm(::unity::Il2CppString) overload

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fn field_bgm_is_special_battle_bgm_exist( self, event_name: impl Into<Il2CppString>, ) -> bool

FieldBgm_IsSpecialBattleBgmExist(::unity::Il2CppString) overload

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fn update(self)

Update() overload

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fn update_listener_position(self)

UpdateListenerPosition() overload

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fn update_master_volume(self)

UpdateMasterVolume() overload

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fn update_config_volume(self)

UpdateConfigVolume() overload

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fn update_map_camera_height(self)

UpdateMapCameraHeight() overload

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fn update_sound_handle_list(self)

UpdateSoundHandleList() overload

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fn update_output_device(self)

UpdateOutputDevice() overload

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fn measure_bus_volume(self)

MeasureBusVolume() overload

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fn is_in_bmap_sequence(self) -> bool

IsInBmapSequence() overload

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fn is_in_unit_detail_or_class_change(self) -> bool

IsInUnitDetailOrClassChange() overload

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fn is_in_combat(self) -> bool

IsInCombat() overload

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fn load_lip_sync_data_async( self, lip_sync_data_file_name: impl Into<Il2CppString>, )

LoadLipSyncDataAsync(::unity::Il2CppString) overload

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fn unload_lip_sync_data(self, lip_sync_data_file_name: impl Into<Il2CppString>)

UnloadLipSyncData(::unity::Il2CppString) overload

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fn unload_lip_sync_data_all(self)

UnloadLipSyncDataAll() overload

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fn get_lip_sync_data( self, event_name: impl Into<Il2CppString>, ) -> SoundSystem_LipSyncData

GetLipSyncData(::unity::Il2CppString) overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

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impl<__T: ISoundManager> ISoundManagerMethods for __T

Available on crate feature app-soundmanager only.