WuhuIslandTesting/Library/PackageCache/com.stresslevelzero.marrow.sdk@1.2.0/Scripts/SLZ.Marrow/SLZ.Marrow.Zones/ZoneAmbience.cs

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2025-01-07 02:06:59 +01:00
using SLZ.Marrow.Data;
using UnityEngine;
using UnityEngine.Serialization;
using SLZ.Marrow.Warehouse;
namespace SLZ.Marrow.Zones
{
[AddComponentMenu("MarrowSDK/Zones/Zone Ambience")]
public class ZoneAmbience : ZoneLinkItem
{
[Header("Ambience")]
[Tooltip("Ambience to play.")]
public AudioClip clipMain;
[Tooltip("Ambience to play.")]
public DataCardReference<MonoDisc> ambientTrack;
[Tooltip("Recommended range is .05 to .25! You need to leave headroom for gunshots, impacts and music above your ambience, only turn higher if track is mixed quietly.")]
[Range(0f, 1f)]
public float volume = .1f;
[Tooltip("Good practice to always fade at least a small ammount to prevent audio pops. Unit is in seconds.")]
[Range(.25f, 10f)]
public float fadeInTime = 3f;
[Tooltip("Good practice to always fade at least a small ammount to prevent audio pops. Unit is in seconds.")]
[Range(.25f, 10f)]
public float fadeOutTime = 3f;
[Header("Reverb")]
[FormerlySerializedAs("reverbObj")]
public AudioReverbData reverbSettings;
[HideInInspector]
public static bool zoneAmbiencePasted = false;
}
}