NWH Vehicle Physics 2
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    Class HornComponent

    Looping sound played when the vehicle horn is activated. Continuously plays while the horn input is active and stops immediately when released. Ideal for both short beeps and sustained horn honks.

    Inheritance
    object
    VehicleComponent
    SoundComponent
    HornComponent
    Inherited Members
    SoundComponent.baseVolume
    SoundComponent.clips
    SoundComponent.source
    SoundComponent.InitializeWithNoClips
    SoundComponent.Clip
    SoundComponent.InitClip
    SoundComponent.InitVolume
    SoundComponent.InitSpatialBlend
    SoundComponent.InitDopplerLevel
    SoundComponent.InitPlayOnAwake
    SoundComponent.RandomClip
    SoundComponent.VC_Initialize()
    SoundComponent.CreateAndRegisterAudioSource(AudioMixerGroup, GameObject)
    SoundComponent.VC_Enable(bool)
    SoundComponent.VC_Disable(bool)
    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_DrawGizmos()
    VehicleComponent.VC_Validate(VehicleController)
    VehicleComponent.UpdateLOD()
    VehicleComponent.ToggleState()
    Namespace: NWH.VehiclePhysics2.Sound.SoundComponents
    Assembly: NWH.VehiclePhysics2.dll
    Syntax
    [Serializable]
    public class HornComponent : 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

    InitLoop

    Gets whether the AudioSource should loop continuously. Override in derived classes to enable looping for continuous sounds like engine running.

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

    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_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.

    VC_Update(float)

    Frame-rate dependent update called every frame. Override for visual updates and input handling.

    Declaration
    public override void VC_Update(float DeltaTime)
    Parameters
    Type Name Description
    float DeltaTime

    Time elapsed since last Update in seconds

    Overrides
    VehicleComponent.VC_Update(float)
    Remarks

    Only called when the component is active (initialized and enabled). Use for visual effects, UI updates, and other frame-dependent operations. Avoid physics calculations here - use VC_FixedUpdate instead.

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