Properties
📌 Summary Table
Using
bool
True if the dynamic music is in use, even if it’s paused.
Playing
bool
True if the dynamic music is currently playing.
Paused
bool
True if the dynamic music is paused, ignoring any fade-out.
PlayingTime
float
Total time (in seconds) the dynamic music has been playing.
CurrentLoopCycleTime
float
Current time (in seconds) of the active loop cycle.
CompletedLoopCycles
int
Number of completed loop cycles.
ClipDuration
float
Duration of each clip in seconds (all stems should match length).
Clips
AudioClip[]
Array of audio clips that compose the dynamic music.
📘 Detailed Description
bool Using
bool UsingReturns true if the dynamic music is in use. This includes both active playback and paused states, as long as it’s still assigned to one or more AudioSource instances.
bool Playing
bool PlayingReturns true if the dynamic music is actively playing. Returns false if it’s paused or stopped.
bool Paused
bool PausedReturns true if the dynamic music is paused. This property is unaffected by any fade-out effects.
float PlayingTime
float PlayingTimeTotal time (in seconds) that has elapsed since the dynamic music began playing.
float CurrentLoopCycleTime
float CurrentLoopCycleTimeElapsed time (in seconds) of the current loop cycle. If looping is disabled, this value matches the elapsed time of the current clip.
int CompletedLoopCycles
int CompletedLoopCyclesNumber of times the dynamic music has completed a full loop cycle since starting. Only increments if looping is active.
float ClipDuration
float ClipDurationDuration (in seconds) of each clip. All clips are assumed to share the same length, so this reflects the length of the first clip.
AudioClip[] Clips
AudioClip[] ClipsArray containing all AudioClip stems that form the dynamic music. Each clip typically represents a separate instrumental layer you can control independently.
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