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Quick start
Examples
Details
Extra
Feedback
If you for whatever reason want to have access to all parts of the InAudio data, the CommonDataManager
is the solution. It can be accessed via the static property DataManager
in theInAudioInstanceFinder
class. The data manager contains a Load()
function that loads all data. It works in both the editor and runtime.
This is not the prefered way of working with InAudio! Using the way described in the examples is the prefered way as that cannot change anything unintentionally.
Though if you still want to access the data directly, you can do it like this.
InAudioNode rootNode = InAudioInstanceFinder.DataManager.AudioTree; Debug.Log(rootNode.GetName); //If you want to find something by a specific name or another parameter. //TreeWalker is the prefered way to traverse the hiearchy. InAudioNode foundNode = TreeWalker.FindFirst(InAudioInstanceFinder.DataManager.AudioTree, node => node.GetName == "example name");
Be careful As the data is placed in prefabs, any change to the data will change it permanently. Even if you are in playmode.
The properties in the CommonDataManager
is as follows
AudioTree
- Audio data
EventTree
- Event data
BusTree
- Bus data
BankLinkTree
- Bank data
Each of these all implement the ITreeNode interface which contains these members.
public interface ITreeNode<T> where T : UnityEngine.Object, ITreeNode<T> { T GetParent { get; set; } List<T> GetChildren { get; } bool IsRoot { get; } string GetName { get; } int ID { get; set; } }