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ISoundSystem_ISoundPlayMethods

Trait ISoundSystem_ISoundPlayMethods 

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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§

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fn pop_temporary_game_object(self) -> GameObject

PopTemporaryGameObject() 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 post_event( self, 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, 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, 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 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 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: ISoundSystem_ISoundPlay> ISoundSystem_ISoundPlayMethods for __T

Available on crate feature app-soundsystem only.