public sealed class NetworkAudioCaptureSystemReads what a sound is doing into the component the wire carries.
No guide page documents this yet — the page shows what the code says about itself.
As a system
- Phase
- PreRender
- Reads
- NetworkId AudioSource
- Writes
- NetworkAudioSource
Remarks
Before the audio system, which runs in PostRender and is what writes Playback back to Stopped when a sound runs out on its own. Reading in PreRender therefore publishes the state the game asked for in this frame rather than last frame's, and the natural end of a sound reaches the wire on the tick after it happens — which is a frame, and is the right side of the trade against publishing a start the game has not made yet.
Fields and properties (5)
public SystemAccess AccessWhat this system reads and writes.
public NetworkRulesRegistry? RulesWho decides what, and who this peer is. Null is server-authoritative.
public PlayerId LocalWhich player this peer is, or None for a server.
public long PublishedCountHow many sounds have been published.
public long TriggeredCountHow many re-triggers have gone out.
Methods (3)
public override JobHandle Update(in SystemContext context, JobHandle dependency)Runs the system.
public void Publish(World world)Reads every networked sound this peer decides.
public bool IsAuthority(NetworkId id)Whether this peer decides what a sound is doing.
Used by (1)
- NetworkAudioTestsVixen.Net.Audio.Tests