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TextStudioSignalDriver

ClassTextStudioTextStudio
public sealed class TextStudioSignalDriver : MonoBehaviour, ITextStudioCapabilityReportProvider, ITextStudioExternalEffectSource

Applies one normalized signal through the shared external-effect contract each runtime frame.

Submit(in TextStudioExternalEffectSubmissionContext)

Section titled “Submit(in TextStudioExternalEffectSubmissionContext)”
public void Submit(in TextStudioExternalEffectSubmissionContext context)

Samples the active signal once per frame and submits it as effect progress or intensity.

Parameters

Name Type
context TextStudio.TextStudioExternalEffectSubmissionContext
public void CollectCapabilityDiagnostics(List<TextStudioPreviewDiagnostic> diagnostics)

Appends warnings for a missing effect or a missing audio source required by the selected signal.

Parameters

Name Type
diagnostics System.Collections.Generic.List{TextStudio.TextStudioPreviewDiagnostic}

public TextStudioSignalDriver()

public TextStudioEffectDefinitionAsset Effect { get; set; }

Returns

TextStudio.TextStudioEffectDefinitionAsset

public TextStudioSignalSource Source { get; set; }

Returns

TextStudio.TextStudioSignalSource

public TextStudioSignalDestination Destination { get; set; }

Returns

TextStudio.TextStudioSignalDestination

public float Value { get; set; }

Returns

System.Single

public AudioSource AudioSource { get; set; }

Returns

UnityEngine.AudioSource

public float BeatsPerMinute { get; set; }

Returns

System.Single

public double BeatOriginSeconds { get; set; }

Returns

System.Double

public float CurrentSignal { get; }

Returns

System.Single

public bool IsActive { get; }

Whether the source currently has a contribution to submit.

Returns

System.Boolean