---@meta -- --An implementation of IPlayable that controls an AudioClip. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioClipPlayable: System.ValueType ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioClipPlayable = {} -- --A AudioClipPlayable linked to the PlayableGraph. -- --```plaintext --Params: graph - The PlayableGraph that will contain the new AnimationLayerMixerPlayable. -- clip - The AudioClip that will be added in the PlayableGraph. -- looping - True if the clip should loop, false otherwise. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param graph UnityEngine.Playables.PlayableGraph ---@param clip UnityEngine.AudioClip ---@param looping bool ---@return AudioClipPlayable function CS.UnityEngine.Audio.AudioClipPlayable:Create(graph, clip, looping) end ---@source UnityEngine.AudioModule.dll ---@return PlayableHandle function CS.UnityEngine.Audio.AudioClipPlayable.GetHandle() end ---@source UnityEngine.AudioModule.dll ---@param playable UnityEngine.Audio.AudioClipPlayable ---@return Playable function CS.UnityEngine.Audio.AudioClipPlayable:op_Implicit(playable) end ---@source UnityEngine.AudioModule.dll ---@param playable UnityEngine.Playables.Playable ---@return AudioClipPlayable function CS.UnityEngine.Audio.AudioClipPlayable:op_Explicit(playable) end ---@source UnityEngine.AudioModule.dll ---@param other UnityEngine.Audio.AudioClipPlayable ---@return Boolean function CS.UnityEngine.Audio.AudioClipPlayable.Equals(other) end ---@source UnityEngine.AudioModule.dll ---@return AudioClip function CS.UnityEngine.Audio.AudioClipPlayable.GetClip() end ---@source UnityEngine.AudioModule.dll ---@param value UnityEngine.AudioClip function CS.UnityEngine.Audio.AudioClipPlayable.SetClip(value) end ---@source UnityEngine.AudioModule.dll ---@return Boolean function CS.UnityEngine.Audio.AudioClipPlayable.GetLooped() end ---@source UnityEngine.AudioModule.dll ---@param value bool function CS.UnityEngine.Audio.AudioClipPlayable.SetLooped(value) end ---@source UnityEngine.AudioModule.dll ---@return Boolean function CS.UnityEngine.Audio.AudioClipPlayable.IsPlaying() end ---@source UnityEngine.AudioModule.dll ---@return Boolean function CS.UnityEngine.Audio.AudioClipPlayable.IsChannelPlaying() end ---@source UnityEngine.AudioModule.dll ---@return Double function CS.UnityEngine.Audio.AudioClipPlayable.GetStartDelay() end ---@source UnityEngine.AudioModule.dll ---@return Double function CS.UnityEngine.Audio.AudioClipPlayable.GetPauseDelay() end ---@source UnityEngine.AudioModule.dll ---@param startTime double ---@param startDelay double function CS.UnityEngine.Audio.AudioClipPlayable.Seek(startTime, startDelay) end ---@source UnityEngine.AudioModule.dll ---@param startTime double ---@param startDelay double ---@param duration double function CS.UnityEngine.Audio.AudioClipPlayable.Seek(startTime, startDelay, duration) end -- --The mode in which an AudioMixer should update its time. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioMixerUpdateMode: System.Enum -- --Update the AudioMixer with scaled game time. -- ---@source UnityEngine.AudioModule.dll ---@field Normal UnityEngine.Audio.AudioMixerUpdateMode -- --Update the AudioMixer with unscaled realtime. -- ---@source UnityEngine.AudioModule.dll ---@field UnscaledTime UnityEngine.Audio.AudioMixerUpdateMode ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioMixerUpdateMode = {} ---@source ---@param value any ---@return UnityEngine.Audio.AudioMixerUpdateMode function CS.UnityEngine.Audio.AudioMixerUpdateMode:__CastFrom(value) end -- --AudioMixer asset. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioMixer: UnityEngine.Object -- --Routing target. -- ---@source UnityEngine.AudioModule.dll ---@field outputAudioMixerGroup UnityEngine.Audio.AudioMixerGroup -- --How time should progress for this AudioMixer. Used during Snapshot transitions. -- ---@source UnityEngine.AudioModule.dll ---@field updateMode UnityEngine.Audio.AudioMixerUpdateMode ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioMixer = {} -- --The snapshot identified by the name. -- --```plaintext --Params: name - Name of snapshot object to be returned. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param name string ---@return AudioMixerSnapshot function CS.UnityEngine.Audio.AudioMixer.FindSnapshot(name) end -- --Groups in the mixer whose paths match the specified search path. -- --```plaintext --Params: subPath - Sub-string of the paths to be matched. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param subPath string function CS.UnityEngine.Audio.AudioMixer.FindMatchingGroups(subPath) end -- --Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or for interpolating snapshots from a triangulated map location. -- --```plaintext --Params: snapshots - The set of snapshots to be mixed. -- weights - The mix weights for the snapshots specified. -- timeToReach - Relative time after which the mixture should be reached from any current state. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param snapshots UnityEngine.Audio.AudioMixerSnapshot[] ---@param weights float[] ---@param timeToReach float function CS.UnityEngine.Audio.AudioMixer.TransitionToSnapshots(snapshots, weights, timeToReach) end -- --Returns false if the exposed parameter was not found or snapshots are currently being edited. -- --```plaintext --Params: name - Name of exposed parameter. -- value - New value of exposed parameter. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param name string ---@param value float ---@return Boolean function CS.UnityEngine.Audio.AudioMixer.SetFloat(name, value) end -- --Returns false if the parameter was not found or could not be set. -- --```plaintext --Params: name - Exposed parameter. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param name string ---@return Boolean function CS.UnityEngine.Audio.AudioMixer.ClearFloat(name) end ---@source UnityEngine.AudioModule.dll ---@param name string ---@param value float ---@return Boolean function CS.UnityEngine.Audio.AudioMixer.GetFloat(name, value) end -- --Object representing a group in the mixer. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioMixerGroup: UnityEngine.Object ---@source UnityEngine.AudioModule.dll ---@field audioMixer UnityEngine.Audio.AudioMixer ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioMixerGroup = {} -- --An implementation of IPlayable that controls an audio mixer. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioMixerPlayable: System.ValueType ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioMixerPlayable = {} ---@source UnityEngine.AudioModule.dll ---@param graph UnityEngine.Playables.PlayableGraph ---@param inputCount int ---@param normalizeInputVolumes bool ---@return AudioMixerPlayable function CS.UnityEngine.Audio.AudioMixerPlayable:Create(graph, inputCount, normalizeInputVolumes) end ---@source UnityEngine.AudioModule.dll ---@return PlayableHandle function CS.UnityEngine.Audio.AudioMixerPlayable.GetHandle() end ---@source UnityEngine.AudioModule.dll ---@param playable UnityEngine.Audio.AudioMixerPlayable ---@return Playable function CS.UnityEngine.Audio.AudioMixerPlayable:op_Implicit(playable) end ---@source UnityEngine.AudioModule.dll ---@param playable UnityEngine.Playables.Playable ---@return AudioMixerPlayable function CS.UnityEngine.Audio.AudioMixerPlayable:op_Explicit(playable) end ---@source UnityEngine.AudioModule.dll ---@param other UnityEngine.Audio.AudioMixerPlayable ---@return Boolean function CS.UnityEngine.Audio.AudioMixerPlayable.Equals(other) end -- --Object representing a snapshot in the mixer. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioMixerSnapshot: UnityEngine.Object ---@source UnityEngine.AudioModule.dll ---@field audioMixer UnityEngine.Audio.AudioMixer ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioMixerSnapshot = {} -- --Performs an interpolated transition towards this snapshot over the time interval specified. -- --```plaintext --Params: timeToReach - Relative time after which this snapshot should be reached from any current state. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param timeToReach float function CS.UnityEngine.Audio.AudioMixerSnapshot.TransitionTo(timeToReach) end -- --A PlayableBinding that contains information representing an AudioPlayableOutput. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioPlayableBinding: object ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioPlayableBinding = {} -- --Returns a PlayableBinding that contains information that is used to create an AudioPlayableOutput. -- --```plaintext --Params: key - A reference to a UnityEngine.Object that acts as a key for this binding. -- name - The name of the AudioPlayableOutput. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param name string ---@param key UnityEngine.Object ---@return PlayableBinding function CS.UnityEngine.Audio.AudioPlayableBinding:Create(name, key) end -- --A IPlayableOutput implementation that will be used to play audio. -- ---@source UnityEngine.AudioModule.dll ---@class UnityEngine.Audio.AudioPlayableOutput: System.ValueType -- --Returns an invalid AudioPlayableOutput. -- ---@source UnityEngine.AudioModule.dll ---@field Null UnityEngine.Audio.AudioPlayableOutput ---@source UnityEngine.AudioModule.dll CS.UnityEngine.Audio.AudioPlayableOutput = {} -- --A new AudioPlayableOutput attached to the PlayableGraph. -- --```plaintext --Params: graph - The PlayableGraph that will contain the AnimationPlayableOutput. -- name - The name of the output. -- target - The AudioSource that will play the AudioPlayableOutput source Playable. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param graph UnityEngine.Playables.PlayableGraph ---@param name string ---@param target UnityEngine.AudioSource ---@return AudioPlayableOutput function CS.UnityEngine.Audio.AudioPlayableOutput:Create(graph, name, target) end ---@source UnityEngine.AudioModule.dll ---@return PlayableOutputHandle function CS.UnityEngine.Audio.AudioPlayableOutput.GetHandle() end ---@source UnityEngine.AudioModule.dll ---@param output UnityEngine.Audio.AudioPlayableOutput ---@return PlayableOutput function CS.UnityEngine.Audio.AudioPlayableOutput:op_Implicit(output) end ---@source UnityEngine.AudioModule.dll ---@param output UnityEngine.Playables.PlayableOutput ---@return AudioPlayableOutput function CS.UnityEngine.Audio.AudioPlayableOutput:op_Explicit(output) end ---@source UnityEngine.AudioModule.dll ---@return AudioSource function CS.UnityEngine.Audio.AudioPlayableOutput.GetTarget() end ---@source UnityEngine.AudioModule.dll ---@param value UnityEngine.AudioSource function CS.UnityEngine.Audio.AudioPlayableOutput.SetTarget(value) end -- --Returns true if the output plays when seeking. Returns false otherwise. -- ---@source UnityEngine.AudioModule.dll ---@return Boolean function CS.UnityEngine.Audio.AudioPlayableOutput.GetEvaluateOnSeek() end -- --Controls whether the output should play when seeking. -- --```plaintext --Params: value - Set to true to play the output when seeking. Set to false to disable audio scrubbing on this output. Default is true. -- --``` -- ---@source UnityEngine.AudioModule.dll ---@param value bool function CS.UnityEngine.Audio.AudioPlayableOutput.SetEvaluateOnSeek(value) end