The '''StaticAudioClip''' component is what stores pre recorded audio data for components that play audio like [[Component:AudioClipPlayer]]. This component is auto generated when a sound file is imported into the game as part of an audio clip object.
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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|URL|Uri|
|URL|Uri| The audio clip data location to load.
|LoadMode|AudioLoadMode|
|LoadMode|AudioLoadMode| How and when to load the audio
|SampleRateMode|SampleRateMode|
|SampleRateMode|SampleRateMode| How to sample the audio's audio data.
}}
== Sync Delegates ==
{{Table ComponentTriggers
|Normalize:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Makes the volume during the audio clip consistent.
|AdjustVolume:[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Makes the volume louder or quieter.
|ExtractSides:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Split the audio into two or more clips for different audio tracks.
|Denoise:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Removes noise from the audio clip
|TrimSilence:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| removes the silence from the start and end of the audio clip
|TrimStartSilence:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| removes the silence from the start of the clip.
|TrimEndSilence:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| removes the silence from the end of the clip.
|TrimStart:[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| cuts off audio data from the start of the audio clip.
|TrimEnd:[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| cuts off audio data from the end of the audio clip.
|FadeIn:[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Makes the audio fade in over x seconds.
|FadeOut:[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Makes the audio fade out over x seconds.
|MakeFadeLoop:[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:Float|Float]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Makes the audio loopable, using a cross fade of x seconds.
|ConvertToWAV:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| converts the audio clip type to Windows audio vodec.
|ConvertToVorbis:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| converts the audio clip type to Vorbis.
|ConvertToFLAC:[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Converts the audio clip type to FLAC.
|ApplyZitaReverb:[[Type:Func`2|Func`2]]<[[Type:ZitaParameters|ZitaParameters]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`2|Func`2]]<[[Type:ZitaParameters|ZitaParameters]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Uses [[Type:ZitaParameters|ZitaParameters]] to create a reverberation sound effect on this audio clip.
|Normalize:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Makes the volume during the audio clip consistent.
|ExtractSides:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Split the audio into two or more clips for different audio tracks.
|Denoise:[[Type:ButtonEventHandler|ButtonEventHandler]]|[[Type:ButtonEventHandler|ButtonEventHandler]]|true| Removes noise from the audio clip
|TrimSilence:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| removes the silence from the start and end of the audio clip
|TrimStartSilence:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| removes the silence from the start of the clip.
|TrimEndSilence:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| removes the silence from the end of the clip.
|TrimStart:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| cuts off audio data from the start of the audio clip.
|TrimEnd:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| cuts off audio data from the end of the audio clip.
|FadeIn:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| Makes the audio fade in over x seconds.
|FadeOut:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| Makes the audio fade out over x seconds.
|MakeLoopable:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| Makes the audio loopable, using a cross fade of x seconds.
|ConvertToWAV:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| converts the audio clip type to Windows audio vodec.
|ConvertToVorbis:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| converts the audio clip type to Vorbis.
|ConvertToFLAC:[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|[[Type:ButtonEventHandler`1|ButtonEventHandler`1]]<[[Component:FloatTextEditorParser|FloatTextEditorParser]]>|true| Converts the audio clip type to FLAC.
}}
}}
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== Related Components ==
== See Also ==
* [[Component:PlaybackSynchronizer]] for synchronizing playables
The StaticAudioClip component is what stores pre recorded audio data for components that play audio like Component:AudioClipPlayer. This component is auto generated when a sound file is imported into the game as part of an audio clip object.