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TextStudioAudioPlayer

ClassTextStudioTextStudio
public sealed class TextStudioAudioPlayer : MonoBehaviour

Plays pooled Audio Set cues from Typewriter events, Reactions, or explicit callers.

public const string GlyphCueRoute = "typewriter.glyph"

Returns

System.String

public void SetClips(params AudioClip[] clips)

Replaces inline glyph clips, removing null entries.

Parameters

Name Type
clips UnityEngine.AudioClip[]
public TextStudioAudioPlayerMarkerCue AddMarkerCue(string routeId, params AudioClip[] clips)

Adds an inline marker route with a cleaned clip set and returns it for further configuration.

Parameters

Name Type
routeId System.String
clips UnityEngine.AudioClip[]

Returns

TextStudio.TextStudioAudioPlayerMarkerCue

public void PrewarmPool()

Creates the configured number of reusable AudioSource instances.

public bool TryPlayCharacterCue(char character)

Applies character eligibility and cooldown rules, then plays a glyph cue when possible.

Parameters

Name Type
character System.Char

Returns

System.Boolean

public bool TryPlayMarkerCue(string markerId, string[] parameters)

Resolves an authored marker route and plays a matching configured cue.

Parameters

Name Type
markerId System.String
parameters System.String[]

Returns

System.Boolean

public bool TryPlayReactionCue(string cueId, float intensity = 1)

Plays the Audio Set marker cue whose route matches a reaction’s Audio Cue field.

Parameters

Name Type
cueId System.String
intensity System.Single

Returns

System.Boolean

TryPlayReactionCue(ITextStudioReactionUnitTextSource, in TextStudioReactionContext)

Section titled “TryPlayReactionCue(ITextStudioReactionUnitTextSource, in TextStudioReactionContext)”
public bool TryPlayReactionCue(ITextStudioReactionUnitTextSource source, in TextStudioReactionContext context)

Plays a cue from a component or UI Toolkit Reaction using this player’s clips and pool.

Parameters

Name Type
source TextStudio.ITextStudioReactionUnitTextSource
context TextStudio.TextStudioReactionContext

Returns

System.Boolean

public void StopPlayback()

Stops current voices and returns them to the reusable pool without disabling future event delivery.

public TextStudioAudioPlayer()

public TextStudioText Target { get; set; }

Returns

TextStudio.TextStudioText

public TextStudioAudioPlayerCueTrigger CueTrigger { get; set; }

Returns

TextStudio.TextStudioAudioPlayerCueTrigger

public int SourcePoolSize { get; set; }

Returns

System.Int32

public int ActiveSourceCount { get; }

Returns

System.Int32

public int PlaybackCount { get; }

Returns

System.Int32

public bool PlayGlyphCues { get; set; }

Returns

System.Boolean

public bool PlayMarkerCues { get; set; }

Returns

System.Boolean

public TextStudioAudioPlayerSettingsSource SettingsSource { get; set; }

Returns

TextStudio.TextStudioAudioPlayerSettingsSource

public TextStudioAudioSet AudioSet { get; set; }

Returns

TextStudio.TextStudioAudioSet

public AudioSource SourceTemplate { get; set; }

Returns

UnityEngine.AudioSource

public TextStudioAudioPlayerClipSequenceMode ClipSequenceMode { get; set; }

Returns

TextStudio.TextStudioAudioPlayerClipSequenceMode

public TextStudioAudioPlayerPlaybackMode PlaybackMode { get; set; }

Returns

TextStudio.TextStudioAudioPlayerPlaybackMode

public bool IgnoreWhitespaceAndPunctuation { get; set; }

Returns

System.Boolean

public string IgnoredPunctuation { get; set; }

Returns

System.String

public float CooldownSeconds { get; set; }

Returns

System.Single

public Vector2 PitchRange { get; set; }

Returns

UnityEngine.Vector2

public float Volume { get; set; }

Returns

System.Single

public IReadOnlyList<TextStudioAudioPlayerMarkerCue> MarkerCues { get; }

Returns

System.Collections.Generic.IReadOnlyList{TextStudio.TextStudioAudioPlayerMarkerCue}