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ISoundWwise_SoundPlayMethods

Trait ISoundWwise_SoundPlayMethods 

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pub trait ISoundWwise_SoundPlayMethods: ISoundWwise_SoundPlay {
Show 18 methods // Provided methods fn ctor(self) { ... } fn pop_temporary_game_object(self) -> GameObject { ... } fn push_temporary_game_object(self, game_object: impl Into<GameObject>) { ... } fn post_event_callback( self, cookie: impl Into<Object>, type: impl Into<AkCallbackType>, callback_info: impl Into<AkCallbackInfo>, ) { ... } fn get_marker_cmd_args( self, marker_name: impl Into<Il2CppString>, cmd_name: impl Into<Il2CppString>, ) -> Array<Il2CppString> { ... } fn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool { ... } fn is_event_loaded_common(self, event_name: impl Into<Il2CppString>) -> bool { ... } fn post_event( self, event_name: impl Into<Il2CppString>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle { ... } fn post_event_2( self, event_name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, 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>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle { ... } 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 { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn pop_temporary_game_object(self) -> GameObject

PopTemporaryGameObject() overload

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fn push_temporary_game_object(self, game_object: impl Into<GameObject>)

PushTemporaryGameObject(crate::unity_engine::gameobject::GameObject) overload

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fn post_event_callback( self, cookie: impl Into<Object>, type: impl Into<AkCallbackType>, callback_info: impl Into<AkCallbackInfo>, )

PostEventCallback(crate::system::object::Object, crate::root::akcallbacktype::AkCallbackType, crate::root::akcallbackinfo::AkCallbackInfo) overload

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fn get_marker_cmd_args( self, marker_name: impl Into<Il2CppString>, cmd_name: impl Into<Il2CppString>, ) -> Array<Il2CppString>

GetMarkerCmdArgs(::unity::Il2CppString, ::unity::Il2CppString) 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_loaded_common(self, event_name: impl Into<Il2CppString>) -> bool

IsEventLoaded_Common(::unity::Il2CppString) overload

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

PostEvent(::unity::Il2CppString, bool) overload

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

PostEvent(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, 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>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle

PostEventWithTemporaryGameObject(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, bool) 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

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: ISoundWwise_SoundPlay> ISoundWwise_SoundPlayMethods for __T

Available on crate feature app-soundwwise only.