29 lines
1.5 KiB
C#
29 lines
1.5 KiB
C#
#if MODULE_AUDIO || PACKAGE_DOCS_GENERATION
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using UnityEngine.Localization.Events;
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namespace UnityEngine.Localization.Components
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{
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/// <summary>
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/// Component that can be used to Localize an [AudioClip](https://docs.unity3d.com/ScriptReference/AudioClip.html) asset.
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/// Provides an update event <see cref="LocalizedAssetEvent{TObject, TReference, TEvent}.OnUpdateAsset"/> that can be used to automatically
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/// update the clip whenever the <see cref="Settings.LocalizationSettings.SelectedLocale"/> or <see cref="LocalizedAssetBehaviour{TObject, TReference}.AssetReference"/> changes.
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/// </summary>
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/// <example>
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/// This example shows how a Localized Audio Control panel could be created.
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/// The example show how it is possible to switch between different Localized Audio clips.
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/// 
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/// <code source="../../DocCodeSamples.Tests/LocalizedAudioChanger.cs"/>
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/// </example>
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/// <remarks>
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/// This component can also be added through the **Localize** menu item in the [Audio Source](https://docs.unity3d.com/Manual/class-AudioSource.html) context menu.
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/// Adding it this way will also automatically configure the Update Asset events to update the [Audio Source](https://docs.unity3d.com/Manual/class-AudioSource.html).
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/// </remarks>
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[AddComponentMenu("Localization/Asset/Localize Audio Clip Event")]
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public class LocalizeAudioClipEvent : LocalizedAssetEvent<AudioClip, LocalizedAudioClip, UnityEventAudioClip>
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{
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}
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}
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#endif
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