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using System;using UnityEngine.Audio;using UnityEngine.Playables;
namespace UnityEngine.Timeline{ [Serializable] class AudioMixerProperties : PlayableBehaviour { [Range(0.0f, 1.0f)] public float volume = 1.0f;
[Range(-1.0f, 1.0f)] public float stereoPan = 0.0f;
[Range(0.0f, 1.0f)] public float spatialBlend = 0.0f;
public override void PrepareFrame(Playable playable, FrameData info) { if (!playable.IsValid() || !playable.IsPlayableOfType<AudioMixerPlayable>()) return;
var inputCount = playable.GetInputCount();
for (int i = 0; i < inputCount; ++i) { if (playable.GetInputWeight(i) > 0.0f) { var input = playable.GetInput(i);
if (input.IsValid() && input.IsPlayableOfType<AudioClipPlayable>()) { var audioClipPlayable = (AudioClipPlayable)input; var audioClipProperties = input.GetHandle().GetObject<AudioClipProperties>();
audioClipPlayable.SetVolume(Mathf.Clamp01(volume * audioClipProperties.volume)); audioClipPlayable.SetStereoPan(Mathf.Clamp(stereoPan, -1.0f, 1.0f)); audioClipPlayable.SetSpatialBlend(Mathf.Clamp01(spatialBlend)); } } } } }}
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