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 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; } }