pub trait ISoundSystem_ISoundPlayMethods: ISoundSystem_ISoundPlay {
Show 14 methods
// Provided methods
fn pop_temporary_game_object(self) -> GameObject { ... }
fn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool { ... }
fn post_event(
self,
name: impl Into<Il2CppString>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle { ... }
fn post_event_2(
self,
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,
name: impl Into<Il2CppString>,
temporary_game_object: impl Into<GameObject>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle { ... }
fn post_event_callback(
self,
cookie: impl Into<Object>,
type: impl Into<AkCallbackType>,
callback_info: impl Into<AkCallbackInfo>,
) { ... }
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§
Sourcefn pop_temporary_game_object(self) -> GameObject
fn pop_temporary_game_object(self) -> GameObject
PopTemporaryGameObject() 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 post_event(
self,
name: impl Into<Il2CppString>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle
fn post_event( self, name: impl Into<Il2CppString>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle
PostEvent(::unity::Il2CppString, bool) overload
Sourcefn post_event_2(
self,
name: impl Into<Il2CppString>,
game_object: impl Into<GameObject>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle
fn post_event_2( self, 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
Sourcefn post_event_with_temporary_game_object(
self,
name: impl Into<Il2CppString>,
temporary_game_object: impl Into<GameObject>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle
fn post_event_with_temporary_game_object( self, 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
Sourcefn post_event_callback(
self,
cookie: impl Into<Object>,
type: impl Into<AkCallbackType>,
callback_info: impl Into<AkCallbackInfo>,
)
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
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
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: ISoundSystem_ISoundPlay> ISoundSystem_ISoundPlayMethods for __T
app-soundsystem only.