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| //-------------------------------------------------------------------- | |
| // 12: This section shows how to retrieve a bus, and how busses can be | |
| // used to control multiple events. | |
| //-------------------------------------------------------------------- | |
| void StopAllPlayerEvents() | |
| { | |
| FMOD.Studio.Bus playerBus = FMODUnity.RuntimeManager.GetBus("bus:/player"); | |
| playerBus.stopAllEvents(FMOD.Studio.STOP_MODE.IMMEDIATE); | |
| } |
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| /* ========================================================================================== */ | |
| /* FMOD System - C# Wrapper . Copyright (c), Firelight Technologies Pty, Ltd. 2004-2016. */ | |
| /* */ | |
| /* */ | |
| /* ========================================================================================== */ | |
| using System; | |
| using System.Text; | |
| using System.Runtime.InteropServices; |
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| [FMODUnity.EventRef] | |
| public string TestEvent; | |
| [FMODUnity.ParamRef(EventRef = "TestEvent")] | |
| public FMODUnity.ParamRef param; |
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| using System; | |
| using System.Collections; | |
| using UnityEngine; | |
| class DelayedStart : MonoBehaviour | |
| { | |
| FMOD.Studio.EventInstance instance; | |
| [FMODUnity.EventRef] | |
| public string Event; |