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Install via UPM

Add to Unity Package Manager using this URL

https://www.pkglnk.dev/editoraudioutils.git

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## Installation

Add **EditorAudioUtils** to your Unity project via Package Manager:

1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/editoraudioutils.git
```

[![pkglnk](https://www.pkglnk.dev/badge/editoraudioutils.svg?style=pkglnk)](https://www.pkglnk.dev/pkg/editoraudioutils)

README

EditorAudioUtils

Like EditorApplication.Beep(), but with configurable sounds

EditorAudioUtils Settings Screenshot

openupm Releases Unity 2019.1 or later

Installation

Install the package with OpenUPM

$ openupm add com.jd.editoraudioutils

or download the Latest Unity Packages

Features

  • Set your own notification sounds through Project Settings -> EditorAudioUtils
  • Play custom notification sounds through a simple API
  • Play, Pause, Resume and stop any AudioClip in the editor without the need of an AudioSource
  • Handle different internal Unity API from Unity 2019 onwards
  • Disable or overwrite notification sounds through EditorPrefs. This way each user can decide if and what notification settings they want, while the project itself contains the default settings.

API

Play a predefined notification sound:

// This is the simplest call to play a notification
EditorAudioUtility.PlayNotificationSound(EditorNotificationSound type);
// Delayed might be necessary if the sound should be played after a resource intense task
EditorAudioUtility.PlayNotificationSoundDelayed(EditorNotificationSound type, float secondsDelay);

Access other internal AudioUtil methods (EditorAudioUtility):

// Play clip
EditorAudioUtility.PlayPreviewClip(AudioClip audioClip);
EditorAudioUtility.PlayPreviewClip(AudioClip audioClip, int startSample, bool loop);

// For Unity 2020+ the input will be ignored and applied to all clips
// You can use EditorAudioUtility.LastPlayedPreviewClip to get the last clip
EditorAudioUtility.PausePreviewClip(AudioClip audioClip);
EditorAudioUtility.ResumePreviewClip(AudioClip audioClip);
EditorAudioUtility.StopPreviewClip(AudioClip audioClip);

// Stop all clips
EditorAudioUtility.StopAllPreviewClips();

License

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