public sealed class MixerSnapshotsThe named mix states from a MixerAsset, and the blend between them.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Interpolated in decibels. Halfway between −60 dB and 0 dB is −30 dB, not 0.5 — loudness is roughly logarithmic, and a linear blend spends most of its duration at a level indistinguishable from the loud end and then drops. The same reasoning as Decibel, and the same floor.
A transition starts from wherever things are, not from the previous snapshot. So interrupting one halfway through and going somewhere else does not jump, and a bus whose gain was moved by hand since the last transition is respected rather than snapped back.
Only what a snapshot names is touched. Anything it does not mention keeps what it had — which is what stops every snapshot in a project going stale the moment somebody adds a bus.
Stepped from AudioEngine.Update on game time, like every other fade here.
Fields and properties (3)
public IEnumerable<string> NamesEvery snapshot's name.
public string? CurrentWhich snapshot was last asked for, or if none has been.
public bool IsTransitioningWhether a transition is still running.
Methods (2)
public bool Has(string name)Whether a snapshot of that name exists.
public bool TransitionTo(string name, TimeSpan duration)Blends the mixer to a snapshot.
Used by (4)
- AudioEngineVixen.Audio
- MixerAssetTestsVixen.Audio.Tests
- MixerBuildResultVixen.Audio
- MixerBuilderVixen.Audio