NWH Vehicle Physics 2
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    Class BlinkerComponent

    Rhythmic clicking sound of turn signal indicators. Plays distinct sounds for blinker on and off states, synchronized with the blinking lights. Requires two audio clips: first for the 'on' click, second for the 'off' click. Automatically triggered by left or right blinker light sources in the Lights Manager.

    Inheritance
    object
    VehicleComponent
    SoundComponent
    BlinkerComponent
    Inherited Members
    SoundComponent.baseVolume
    SoundComponent.clips
    SoundComponent.source
    SoundComponent.InitializeWithNoClips
    SoundComponent.Clip
    SoundComponent.InitLoop
    SoundComponent.InitClip
    SoundComponent.InitVolume
    SoundComponent.InitSpatialBlend
    SoundComponent.InitDopplerLevel
    SoundComponent.InitPlayOnAwake
    SoundComponent.RandomClip
    SoundComponent.VC_Initialize()
    SoundComponent.CreateAndRegisterAudioSource(AudioMixerGroup, GameObject)
    SoundComponent.PlayRandomClip()
    SoundComponent.PlayForDurationCoroutine(int, float)
    SoundComponent.Play()
    SoundComponent.Play(int)
    SoundComponent.SetPitch(float)
    SoundComponent.SetVolume(float)
    SoundComponent.Stop()
    SoundComponent.AddDefaultClip(string)
    VehicleComponent.state
    VehicleComponent.vehicleController
    VehicleComponent.IsActive
    VehicleComponent.VC_Initialize(VehicleController)
    VehicleComponent.VC_FixedUpdate(float)
    VehicleComponent.VC_LoadStateFromStateSettings()
    VehicleComponent.VC_Update(float)
    VehicleComponent.VC_DrawGizmos()
    VehicleComponent.VC_Validate(VehicleController)
    VehicleComponent.UpdateLOD()
    VehicleComponent.ToggleState()
    Namespace: NWH.VehiclePhysics2.Sound.SoundComponents
    Assembly: NWH.VehiclePhysics2.dll
    Syntax
    [Serializable]
    public class BlinkerComponent : SoundComponent

    Properties

    AudioMixerGroup

    Gets the Audio Mixer Group this component's AudioSource should output to. Used to route audio through the vehicle's audio mixer for processing and mixing.

    Declaration
    public override AudioMixerGroup AudioMixerGroup { get; }
    Property Value
    Type Description
    AudioMixerGroup
    Overrides
    SoundComponent.AudioMixerGroup

    ContainerGO

    Gets the GameObject container where the AudioSource should be created. Used to position audio sources at specific locations on the vehicle.

    Declaration
    public override GameObject ContainerGO { get; }
    Property Value
    Type Description
    GameObject
    Overrides
    SoundComponent.ContainerGO

    Priority

    Gets the priority level for the AudioSource. Lower values indicate higher priority. Range is 0 (highest) to 256 (lowest). Used by Unity's audio system when the maximum number of audio sources is reached.

    Declaration
    public override int Priority { get; }
    Property Value
    Type Description
    int
    Overrides
    SoundComponent.Priority

    Methods

    VC_Disable(bool)

    Stops and disables the AudioSource belonging to this SoundComponent.

    Declaration
    public override bool VC_Disable(bool calledByParent)
    Parameters
    Type Name Description
    bool calledByParent
    Returns
    Type Description
    bool
    Overrides
    SoundComponent.VC_Disable(bool)

    VC_Enable(bool)

    Enables the AudioSource belonging to this SoundComponent.

    Declaration
    public override bool VC_Enable(bool calledByParent)
    Parameters
    Type Name Description
    bool calledByParent
    Returns
    Type Description
    bool
    Overrides
    SoundComponent.VC_Enable(bool)

    VC_SetDefaults()

    Resets the component to default configuration. Override to provide component-specific default values.

    Declaration
    public override void VC_SetDefaults()
    Overrides
    VehicleComponent.VC_SetDefaults()
    Remarks

    Called when the vehicle is reset or when first added to a GameObject. Should set all serialized fields to sensible default values. May load default assets from Resources folder.

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