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§
Sourcefn get_param(self) -> SoundSystem_ISoundParam
fn get_param(self) -> SoundSystem_ISoundParam
get_Param() overload
Sourcefn set_param(self, value: impl Into<SoundSystem_ISoundParam>)
fn set_param(self, value: impl Into<SoundSystem_ISoundParam>)
set_Param(crate::app::soundsystem::SoundSystem_ISoundParam) overload
Sourcefn get_loader(self) -> SoundSystem_ISoundLoad
fn get_loader(self) -> SoundSystem_ISoundLoad
get_Loader() overload
Sourcefn set_loader(self, value: impl Into<SoundSystem_ISoundLoad>)
fn set_loader(self, value: impl Into<SoundSystem_ISoundLoad>)
set_Loader(crate::app::soundsystem::SoundSystem_ISoundLoad) overload
Sourcefn get_player(self) -> SoundSystem_ISoundPlay
fn get_player(self) -> SoundSystem_ISoundPlay
get_Player() overload
Sourcefn set_player(self, value: impl Into<SoundSystem_ISoundPlay>)
fn set_player(self, value: impl Into<SoundSystem_ISoundPlay>)
set_Player(crate::app::soundsystem::SoundSystem_ISoundPlay) overload
Sourcefn get_field_bgm_manager(self) -> FieldBgmManager
fn get_field_bgm_manager(self) -> FieldBgmManager
get_FieldBgmManager() overload
Sourcefn set_field_bgm_manager(self, value: impl Into<FieldBgmManager>)
fn set_field_bgm_manager(self, value: impl Into<FieldBgmManager>)
set_FieldBgmManager(crate::app::fieldbgmmanager::FieldBgmManager) overload
Sourcefn reset_master_volume(self)
fn reset_master_volume(self)
ResetMasterVolume() overload
Sourcefn serialize(self, stream: impl Into<Stream_2>)
fn serialize(self, stream: impl Into<Stream_2>)
Serialize(crate::app::stream_2::Stream_2) overload
Sourcefn deserialize(self, stream: impl Into<Stream_2>)
fn deserialize(self, stream: impl Into<Stream_2>)
Deserialize(crate::app::stream_2::Stream_2) overload
Sourcefn set_language(self, language: impl Into<Language_Langs>)
fn set_language(self, language: impl Into<Language_Langs>)
SetLanguage(crate::app::language::Language_Langs) overload
Sourcefn get_event_se_volume(self) -> f32
fn get_event_se_volume(self) -> f32
GetEventSeVolume() overload
Sourcefn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool
fn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool
IsEventLoaded(::unity::Il2CppString) overload
Sourcefn is_event_playing(self, event_name: impl Into<Il2CppString>) -> bool
fn is_event_playing(self, event_name: impl Into<Il2CppString>) -> bool
IsEventPlaying(::unity::Il2CppString) overload
Sourcefn is_bgm_event_playing(self, event_name: impl Into<Il2CppString>) -> bool
fn is_bgm_event_playing(self, event_name: impl Into<Il2CppString>) -> bool
IsBgmEventPlaying(::unity::Il2CppString) overload
Sourcefn find_sound_handle_by_event_name(
self,
event_name: impl Into<Il2CppString>,
) -> SoundSystem_SoundHandle
fn find_sound_handle_by_event_name( self, event_name: impl Into<Il2CppString>, ) -> SoundSystem_SoundHandle
FindSoundHandleByEventName(::unity::Il2CppString) overload
Sourcefn find_sound_handles_by_event_name(
self,
event_name: impl Into<Il2CppString>,
) -> List_1<SoundSystem_SoundHandle>
fn find_sound_handles_by_event_name( self, event_name: impl Into<Il2CppString>, ) -> List_1<SoundSystem_SoundHandle>
FindSoundHandlesByEventName(::unity::Il2CppString) overload
Sourcefn find_sound_handle_by_event_id(
self,
event_id: impl Into<u32>,
) -> SoundSystem_SoundHandle
fn find_sound_handle_by_event_id( self, event_id: impl Into<u32>, ) -> SoundSystem_SoundHandle
FindSoundHandleByEventId(u32) overload
Sourcefn find_sound_handles_by_event_id(
self,
event_id: impl Into<u32>,
) -> List_1<SoundSystem_SoundHandle>
fn find_sound_handles_by_event_id( self, event_id: impl Into<u32>, ) -> List_1<SoundSystem_SoundHandle>
FindSoundHandlesByEventId(u32) overload
Sourcefn get_sound_handle_list(
self,
prefix: impl Into<Il2CppString>,
) -> List_1<SoundSystem_SoundHandle>
fn get_sound_handle_list( self, prefix: impl Into<Il2CppString>, ) -> List_1<SoundSystem_SoundHandle>
GetSoundHandleList(::unity::Il2CppString) overload
Sourcefn is_event_se_playing(self) -> bool
fn is_event_se_playing(self) -> bool
IsEventSePlaying() overload
Sourcefn get_audio_listener_object(self) -> GameObject
fn get_audio_listener_object(self) -> GameObject
GetAudioListenerObject() overload
Sourcefn get_audio_listener_position(self) -> Vector3
fn get_audio_listener_position(self) -> Vector3
GetAudioListenerPosition() overload
Sourcefn get_audio_listener_rotation(self) -> Quaternion
fn get_audio_listener_rotation(self) -> Quaternion
GetAudioListenerRotation() overload
Sourcefn load_sound(self, name: impl Into<Il2CppString>)
fn load_sound(self, name: impl Into<Il2CppString>)
LoadSound(::unity::Il2CppString) overload
Sourcefn load_sound_async(self, name: impl Into<Il2CppString>)
fn load_sound_async(self, name: impl Into<Il2CppString>)
LoadSoundAsync(::unity::Il2CppString) overload
Sourcefn is_loading_sound(self) -> bool
fn is_loading_sound(self) -> bool
IsLoadingSound() overload
Sourcefn is_loading_sound_2(self, name: impl Into<Il2CppString>) -> bool
fn is_loading_sound_2(self, name: impl Into<Il2CppString>) -> bool
IsLoadingSound(::unity::Il2CppString) overload
Sourcefn unload_sound(self, name: impl Into<Il2CppString>)
fn unload_sound(self, name: impl Into<Il2CppString>)
UnloadSound(::unity::Il2CppString) overload
Sourcefn unload_sound_all(self)
fn unload_sound_all(self)
UnloadSoundAll() overload
Sourcefn reload_sound_by_set_language(self, language: impl Into<Language_Voices>)
fn reload_sound_by_set_language(self, language: impl Into<Language_Voices>)
ReloadSoundBySetLanguage(crate::app::language::Language_Voices) overload
Sourcefn prepare_event(self, event_name: impl Into<Il2CppString>) -> bool
fn prepare_event(self, event_name: impl Into<Il2CppString>) -> bool
PrepareEvent(::unity::Il2CppString) overload
Sourcefn prepare_event_2(
self,
event_name_array: impl Into<Array<Il2CppString>>,
) -> bool
fn prepare_event_2( self, event_name_array: impl Into<Array<Il2CppString>>, ) -> bool
PrepareEvent(::unity::Array<::unity::Il2CppString>) overload
Sourcefn prepare_event_async(
self,
event_name: impl Into<Il2CppString>,
) -> (bool, SoundSystem_ResultSoundLoad)
fn prepare_event_async( self, event_name: impl Into<Il2CppString>, ) -> (bool, SoundSystem_ResultSoundLoad)
PrepareEventAsync(::unity::Il2CppString, *mutcrate::app::soundsystem::SoundSystem_ResultSoundLoad) overload
Sourcefn prepare_event_async_2(
self,
event_name_array: impl Into<Array<Il2CppString>>,
) -> (bool, SoundSystem_ResultSoundLoad)
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
Sourcefn unprepare_event(self, event_name_array: impl Into<Il2CppString>)
fn unprepare_event(self, event_name_array: impl Into<Il2CppString>)
UnprepareEvent(::unity::Il2CppString) overload
Sourcefn unprepare_event_2(self, event_name_array: impl Into<Array<Il2CppString>>)
fn unprepare_event_2(self, event_name_array: impl Into<Array<Il2CppString>>)
UnprepareEvent(::unity::Array<::unity::Il2CppString>) overload
Sourcefn prepare_switch(
self,
switch_group_name: impl Into<Il2CppString>,
switch_name: impl Into<Il2CppString>,
) -> bool
fn prepare_switch( self, switch_group_name: impl Into<Il2CppString>, switch_name: impl Into<Il2CppString>, ) -> bool
PrepareSwitch(::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn prepare_switch_2(
self,
switch_group_name: impl Into<Il2CppString>,
switch_name_array: impl Into<Array<Il2CppString>>,
) -> bool
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
Sourcefn prepare_switch_async(
self,
switch_group_name: impl Into<Il2CppString>,
switch_name: impl Into<Il2CppString>,
) -> (bool, SoundSystem_ResultSoundLoad)
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
Sourcefn prepare_switch_async_2(
self,
switch_group_name: impl Into<Il2CppString>,
switch_name_array: impl Into<Array<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)
PrepareSwitchAsync(::unity::Il2CppString, ::unity::Array<::unity::Il2CppString>, *mutcrate::app::soundsystem::SoundSystem_ResultSoundLoad) overload
Sourcefn unprepare_switch(
self,
switch_group_name: impl Into<Il2CppString>,
switch_name_array: impl Into<Il2CppString>,
)
fn unprepare_switch( self, switch_group_name: impl Into<Il2CppString>, switch_name_array: impl Into<Il2CppString>, )
UnprepareSwitch(::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn unprepare_switch_2(
self,
switch_group_name: impl Into<Il2CppString>,
switch_name_array: impl Into<Array<Il2CppString>>,
)
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
Sourcefn clear_prepare(self)
fn clear_prepare(self)
ClearPrepare() overload
Sourcefn get_temporary_game_object(self) -> GameObject
fn get_temporary_game_object(self) -> GameObject
GetTemporaryGameObject() overload
Sourcefn post_event(
self,
event_name: impl Into<Il2CppString>,
character: impl Into<Character>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle
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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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 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
Sourcefn 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 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
Sourcefn stop_sound_on_event(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn stop_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
StopSoundOnEvent(::unity::Il2CppString, i32) overload
Sourcefn stop_sound_on_event_2(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
game_object: impl Into<GameObject>,
)
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
Sourcefn pause_sound_on_event(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn pause_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
PauseSoundOnEvent(::unity::Il2CppString, i32) overload
Sourcefn pause_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_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
Sourcefn resume_sound_on_event(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn resume_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
ResumeSoundOnEvent(::unity::Il2CppString, i32) overload
Sourcefn resume_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_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
Sourcefn stop_by_playing_id(
self,
playing_id: impl Into<u32>,
fade_msec: impl Into<i32>,
)
fn stop_by_playing_id( self, playing_id: impl Into<u32>, fade_msec: impl Into<i32>, )
StopByPlayingId(u32, i32) overload
Sourcefn get_play_position(
self,
playing_id: impl Into<u32>,
position_offset: impl Into<i32>,
) -> i32
fn get_play_position( self, playing_id: impl Into<u32>, position_offset: impl Into<i32>, ) -> i32
GetPlayPosition(u32, i32) overload
Sourcefn get_master_bgm_volume(self) -> f32
fn get_master_bgm_volume(self) -> f32
GetMasterBgmVolume() overload
Sourcefn get_master_se_volume(self) -> f32
fn get_master_se_volume(self) -> f32
GetMasterSeVolume() overload
Sourcefn get_master_env_volume(self) -> f32
fn get_master_env_volume(self) -> f32
GetMasterEnvVolume() overload
Sourcefn get_master_voice_volume(self) -> f32
fn get_master_voice_volume(self) -> f32
GetMasterVoiceVolume() overload
Sourcefn set_master_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)
fn set_master_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)
SetMasterBgmVolume(f32, i32) overload
Sourcefn set_master_se_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>)
SetMasterSeVolume(f32, i32) overload
Sourcefn set_master_env_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>)
SetMasterEnvVolume(f32, i32) overload
Sourcefn set_master_voice_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>)
SetMasterVoiceVolume(f32, i32) overload
Sourcefn get_config_bgm_volume(self) -> f32
fn get_config_bgm_volume(self) -> f32
GetConfigBgmVolume() overload
Sourcefn get_config_se_volume(self) -> f32
fn get_config_se_volume(self) -> f32
GetConfigSeVolume() overload
Sourcefn get_config_env_volume(self) -> f32
fn get_config_env_volume(self) -> f32
GetConfigEnvVolume() overload
Sourcefn get_config_voice_volume(self) -> f32
fn get_config_voice_volume(self) -> f32
GetConfigVoiceVolume() overload
Sourcefn set_config_bgm_volume(self, vol: impl Into<f32>)
fn set_config_bgm_volume(self, vol: impl Into<f32>)
SetConfigBgmVolume(f32) overload
Sourcefn set_config_se_volume(self, vol: impl Into<f32>)
fn set_config_se_volume(self, vol: impl Into<f32>)
SetConfigSeVolume(f32) overload
Sourcefn set_config_env_volume(self, vol: impl Into<f32>)
fn set_config_env_volume(self, vol: impl Into<f32>)
SetConfigEnvVolume(f32) overload
Sourcefn set_config_voice_volume(self, vol: impl Into<f32>)
fn set_config_voice_volume(self, vol: impl Into<f32>)
SetConfigVoiceVolume(f32) overload
Sourcefn set_volume(self, vol: impl Into<f32>, game_object: impl Into<GameObject>)
fn set_volume(self, vol: impl Into<f32>, game_object: impl Into<GameObject>)
SetVolume(f32, crate::unity_engine::gameobject::GameObject) overload
Sourcefn get_global_enum_param(
self,
value_name: impl Into<Il2CppString>,
) -> (bool, u32)
fn get_global_enum_param( self, value_name: impl Into<Il2CppString>, ) -> (bool, u32)
GetGlobalEnumParam(::unity::Il2CppString, *mutu32) overload
Sourcefn get_enum_param(self, value_name: impl Into<Il2CppString>) -> (bool, u32)
fn get_enum_param(self, value_name: impl Into<Il2CppString>) -> (bool, u32)
GetEnumParam(::unity::Il2CppString, *mutu32) overload
Sourcefn get_game_param(self, value_name: impl Into<Il2CppString>) -> (bool, f32)
fn get_game_param(self, value_name: impl Into<Il2CppString>) -> (bool, f32)
GetGameParam(::unity::Il2CppString, *mutf32) overload
Sourcefn get_game_param_2(
self,
value_name: impl Into<Il2CppString>,
game_object: impl Into<GameObject>,
) -> (bool, f32)
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
Sourcefn set_global_enum_param(
self,
value_name: impl Into<Il2CppString>,
value: impl Into<Il2CppString>,
) -> bool
fn set_global_enum_param( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, ) -> bool
SetGlobalEnumParam(::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn set_global_enum_param_2(
self,
value_name: impl Into<Il2CppString>,
value: impl Into<u32>,
) -> bool
fn set_global_enum_param_2( self, value_name: impl Into<Il2CppString>, value: impl Into<u32>, ) -> bool
SetGlobalEnumParam(::unity::Il2CppString, u32) overload
Sourcefn set_enum_param(
self,
value_name: impl Into<Il2CppString>,
value: impl Into<Il2CppString>,
) -> bool
fn set_enum_param( self, value_name: impl Into<Il2CppString>, value: impl Into<Il2CppString>, ) -> bool
SetEnumParam(::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn set_enum_param_2(
self,
value_name: impl Into<Il2CppString>,
value: impl Into<Il2CppString>,
game_object: impl Into<GameObject>,
) -> bool
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
Sourcefn set_game_param(
self,
value_name: impl Into<Il2CppString>,
value: impl Into<f32>,
) -> bool
fn set_game_param( self, value_name: impl Into<Il2CppString>, value: impl Into<f32>, ) -> bool
SetGameParam(::unity::Il2CppString, f32) overload
Sourcefn set_game_param_2(
self,
value_name: impl Into<Il2CppString>,
value: impl Into<f32>,
game_object: impl Into<GameObject>,
) -> bool
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
Sourcefn push_global_enum_param_map_or_combat(self, value: impl Into<Il2CppString>)
fn push_global_enum_param_map_or_combat(self, value: impl Into<Il2CppString>)
PushGlobalEnumParam_MapOrCombat(::unity::Il2CppString) overload
Sourcefn pop_global_enum_param_map_or_combat(self)
fn pop_global_enum_param_map_or_combat(self)
PopGlobalEnumParam_MapOrCombat() overload
Sourcefn set_position(
self,
pos: impl Into<Vector3>,
temporary_game_object: impl Into<GameObject>,
)
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
Sourcefn field_bgm_is_set_phase_bgm(self) -> bool
fn field_bgm_is_set_phase_bgm(self) -> bool
FieldBgm_IsSetPhaseBgm() overload
Sourcefn field_bgm_init(self)
fn field_bgm_init(self)
FieldBgm_Init() overload
Sourcefn field_bgm_final(self, fade_msec: impl Into<i32>)
fn field_bgm_final(self, fade_msec: impl Into<i32>)
FieldBgm_Final(i32) overload
Sourcefn field_bgm_set_phase_bgm(
self,
chapter: impl Into<ChapterData>,
is_encount: impl Into<bool>,
)
fn field_bgm_set_phase_bgm( self, chapter: impl Into<ChapterData>, is_encount: impl Into<bool>, )
FieldBgm_SetPhaseBgm(crate::app::chapterdata::ChapterData, bool) overload
Sourcefn field_bgm_restore_phase_bgm(self)
fn field_bgm_restore_phase_bgm(self)
FieldBgm_RestorePhaseBgm() overload
Sourcefn 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_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
Sourcefn field_bgm_play_bgm(self, force_type: impl Into<Force_Type>)
fn field_bgm_play_bgm(self, force_type: impl Into<Force_Type>)
FieldBgm_PlayBgm(crate::app::force::Force_Type) overload
Sourcefn field_bgm_stop_bgm(self, fade_msec: impl Into<i32>)
fn field_bgm_stop_bgm(self, fade_msec: impl Into<i32>)
FieldBgm_StopBgm(i32) overload
Sourcefn field_bgm_pause_bgm(self, fade_msec: impl Into<i32>)
fn field_bgm_pause_bgm(self, fade_msec: impl Into<i32>)
FieldBgm_PauseBgm(i32) overload
Sourcefn field_bgm_resume_bgm(self, fade_msec: impl Into<i32>)
fn field_bgm_resume_bgm(self, fade_msec: impl Into<i32>)
FieldBgm_ResumeBgm(i32) overload
Sourcefn field_bgm_set_bgm_volume(
self,
vol: impl Into<f32>,
fade_msec: impl Into<i32>,
)
fn field_bgm_set_bgm_volume( self, vol: impl Into<f32>, fade_msec: impl Into<i32>, )
FieldBgm_SetBgmVolume(f32, i32) overload
Sourcefn field_bgm_set_war_situation_param(self, value_name: impl Into<Il2CppString>)
fn field_bgm_set_war_situation_param(self, value_name: impl Into<Il2CppString>)
FieldBgm_SetWarSituationParam(::unity::Il2CppString) overload
Sourcefn field_bgm_restore_war_situation_param(self)
fn field_bgm_restore_war_situation_param(self)
FieldBgm_RestoreWarSituationParam() overload
Sourcefn field_bgm_start_special_battle_bgm_continue_turn(self)
fn field_bgm_start_special_battle_bgm_continue_turn(self)
FieldBgm_StartSpecialBattleBgmContinueTurn() overload
Sourcefn field_bgm_set_special_battle_bgm_continue_turn_for_rewind(
self,
turn: impl Into<i32>,
)
fn field_bgm_set_special_battle_bgm_continue_turn_for_rewind( self, turn: impl Into<i32>, )
FieldBgm_SetSpecialBattleBgmContinueTurnForRewind(i32) overload
Sourcefn 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( 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
Sourcefn field_bgm_change_force_type_imm(self, force_type: impl Into<Force_Type>)
fn field_bgm_change_force_type_imm(self, force_type: impl Into<Force_Type>)
FieldBgm_ChangeForceTypeImm(crate::app::force::Force_Type) overload
Sourcefn field_bgm_set_first_played_flag(self)
fn field_bgm_set_first_played_flag(self)
FieldBgm_SetFirstPlayedFlag() overload
Sourcefn field_bgm_play_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
fn field_bgm_play_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
FieldBgm_PlaySpecialBattleBgm(::unity::Il2CppString) overload
Sourcefn field_bgm_pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
fn field_bgm_pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
FieldBgm_PauseSpecialBattleBgm(::unity::Il2CppString) overload
Sourcefn field_bgm_is_special_battle_bgm_exist(
self,
event_name: impl Into<Il2CppString>,
) -> bool
fn field_bgm_is_special_battle_bgm_exist( self, event_name: impl Into<Il2CppString>, ) -> bool
FieldBgm_IsSpecialBattleBgmExist(::unity::Il2CppString) overload
Sourcefn update_listener_position(self)
fn update_listener_position(self)
UpdateListenerPosition() overload
Sourcefn update_master_volume(self)
fn update_master_volume(self)
UpdateMasterVolume() overload
Sourcefn update_config_volume(self)
fn update_config_volume(self)
UpdateConfigVolume() overload
Sourcefn update_map_camera_height(self)
fn update_map_camera_height(self)
UpdateMapCameraHeight() overload
Sourcefn update_sound_handle_list(self)
fn update_sound_handle_list(self)
UpdateSoundHandleList() overload
Sourcefn update_output_device(self)
fn update_output_device(self)
UpdateOutputDevice() overload
Sourcefn measure_bus_volume(self)
fn measure_bus_volume(self)
MeasureBusVolume() overload
Sourcefn is_in_bmap_sequence(self) -> bool
fn is_in_bmap_sequence(self) -> bool
IsInBmapSequence() overload
Sourcefn is_in_unit_detail_or_class_change(self) -> bool
fn is_in_unit_detail_or_class_change(self) -> bool
IsInUnitDetailOrClassChange() overload
Sourcefn is_in_combat(self) -> bool
fn is_in_combat(self) -> bool
IsInCombat() overload
Sourcefn load_lip_sync_data_async(
self,
lip_sync_data_file_name: impl Into<Il2CppString>,
)
fn load_lip_sync_data_async( self, lip_sync_data_file_name: impl Into<Il2CppString>, )
LoadLipSyncDataAsync(::unity::Il2CppString) overload
Sourcefn unload_lip_sync_data(self, lip_sync_data_file_name: impl Into<Il2CppString>)
fn unload_lip_sync_data(self, lip_sync_data_file_name: impl Into<Il2CppString>)
UnloadLipSyncData(::unity::Il2CppString) overload
Sourcefn unload_lip_sync_data_all(self)
fn unload_lip_sync_data_all(self)
UnloadLipSyncDataAll() overload
Sourcefn get_lip_sync_data(
self,
event_name: impl Into<Il2CppString>,
) -> SoundSystem_LipSyncData
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§
impl<__T: ISoundManager> ISoundManagerMethods for __T
app-soundmanager only.