public static class MixerBuilderTurns a MixerAsset into buses, effects, sends and sidechains.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Two passes, because a file has no order. A bus may name a parent, a send target or a sidechain declared after it — insisting otherwise would make the file's order load- bearing, and the first person to sort it alphabetically would break the mix. So every bus is created first and every reference resolved second.
An unknown name is a diagnostic, not an exception. A mixer asset is content: it gets edited, buses get renamed, and a level whose ambience bus lost its reverb send should still be playable while somebody works out why. The problems are collected and returned, so a tool can show them and a game can log them.
Methods (1)
public static MixerBuilder.MixerBuildResult Build(AudioMixer mixer, MixerAsset asset)Applies an asset to a mixer.
Used by (2)
- AudioEngineVixen.Audio
- AudioMixerDocumentVixen.Editor.AssetEditors