SAudioReactiveBase
Index
Properties Index
| Property Name |
|---|
bool Enabled get set |
int BandMin get set |
int BandMax get set |
float BPMWindow get set |
float LimitIncrease get set |
float LimitDecrease get set |
float MinValue get set |
float MaxValue get set |
int Mode get set |
virtual float Power get |
Properties
Enabled
bool Enabled get set
Whether the Audio Reactive component is enabled or not.
- Lua
Space.Host.ExecutingObject.AudioReactive.Enabled = false
- Lua
--clicking this object will Enable/Disable it's Audio Reactive Base component
thisGameObject = Space.Host.ExecutingObject
component = thisGameObject.AudioReactive
OnClick = function()
component.Enabled = not component.Enabled
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
BandMin
int BandMin get set
The Band Min property of an Audio Reactive component.
- Lua
Space.Host.ExecutingObject.AudioReactive.BandMin= 1
- Lua
--the below script will make a slider change an Audio Reactive Component's Band Min property
--[Add "theslider" and "theaudioreactive" reference to the Scripting Runtime component]
slider = Space.Host.GetReference("theslider").UISlider
ar = Space.Host.GetReference("theaudioreactive").AudioReactive
OVC = function()
ar.BandMin = (slider.Value * 12.0) -- from 0 to 12
end
slider.OnValueChanged(OVC)
BandMax
int BandMax get set
The Band Max property of an Audio Reactive component.
- Lua
Space.Host.ExecutingObject.AudioReactive.BandMax= 11
- Lua
--the below script will make a slider change an Audio Reactive Component's Band Max property
--[Add "theslider" and "theaudioreactive" reference to the Scripting Runtime component]
slider = Space.Host.GetReference("theslider").UISlider
ar = Space.Host.GetReference("theaudioreactive").AudioReactive
OVC = function()
ar.BandMax = (slider.Value * 12.0) -- from 0 to 12
end
slider.OnValueChanged(OVC)
BPMWindow
float BPMWindow get set
The BPM Window property of an Audio Reactive component.
- Lua
Space.Host.ExecutingObject.AudioReactive.BPMWindow= 5
- Lua
--the below script will make a slider change an Audio Reactive Component's BPM Window property
--[Add "theslider" and "theaudioreactive" reference to the Scripting Runtime component]
slider = Space.Host.GetReference("theslider").UISlider
ar = Space.Host.GetReference("theaudioreactive").AudioReactive
OVC = function()
ar.BPMWindow = (slider.Value * 50) - 50 -- from -50 to 50
end
slider.OnValueChanged(OVC)
LimitIncrease
float LimitIncrease get set
The Limit Increase property of an Audio Reactive component.
- Lua
Space.Host.ExecutingObject.AudioReactive.LimitIncrease= 1
- Lua
--the below script will make a slider change an Audio Reactive Component's Limit Increase property.
--[Add "theslider" and "theaudioreactive" reference to the Scripting Runtime component]
slider = Space.Host.GetReference("theslider").UISlider
ar = Space.Host.GetReference("theaudioreactive").AudioReactive
OVC = function()
ar.LimitIncrease= (slider.Value * 50) - 50 -- from -50 to 50
end
slider.OnValueChanged(OVC)
LimitDecrease
float LimitDecrease get set
The Limit Decrease property of an Audio Reactive component.
- Lua
Space.Host.ExecutingObject.AudioReactive.LimitDecrease= 3
- Lua
--the below script will make a slider change an Audio Reactive Component's Limit Decrease property.
--[Add "theslider" and "theaudioreactive" reference to the Scripting Runtime component]
slider = Space.Host.GetReference("theslider").UISlider
ar = Space.Host.GetReference("theaudioreactive").AudioReactive
OVC = function()
ar.LimitDecrease= (slider.Value * 50) - 50 -- from -50 to 50
end
slider.OnValueChanged(OVC)
MinValue
float MinValue get set
The Min Value property of an Audio Reactive component.
- Lua
Space.Host.ExecutingObject.AudioReactive.MinValue= 1
- Lua
--the below script will make a slider change an Audio Reactive Component's Min Value property.
--[Add "theslider" and "theaudioreactive" reference to the Scripting Runtime component]
slider = Space.Host.GetReference("theslider").UISlider
ar = Space.Host.GetReference("theaudioreactive").AudioReactive
OVC = function()
ar.MinValue= (slider.Value * 50) - 50 -- from -50 to 50
end
slider.OnValueChanged(OVC)
MaxValue
float MaxValue get set
The Max Value property of an Audio Reactive component.
- Lua
Space.Host.ExecutingObject.AudioReactive.MaxValue= 3
- Lua
--the below script will make a slider change an Audio Reactive Component's Max Value property.
--[Add "theslider" and "theaudioreactive" reference to the Scripting Runtime component]
slider = Space.Host.GetReference("theslider").UISlider
ar = Space.Host.GetReference("theaudioreactive").AudioReactive
OVC = function()
ar.MaxValue= (slider.Value * 50) - 50 -- from -50 to 50
end
slider.OnValueChanged(OVC)
Mode
int Mode get set
The Mode property of an Audio Reactive component. Band is 0, and BMP is 1.
- Lua
Space.Host.ExecutingObject.AudioReactive.Mode= 1
- Lua
--clicking this object will toggle between it's two Audio Reactive Modes
thisGameObject = Space.Host.ExecutingObject
component = thisGameObject.AudioReactive
OnClick = function()
if component.Mode == 0 then
component.Mode = 1
else
component.Mode = 0
end
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
Power
float Power get
Property Description
- Lua
Space.Host.ExecutingObject.AudioReactive.Power = 1
GameObject
SGameObject GameObject get
Returns a reference to the GameObject of this component.
- Lua
theGameObject = Space.Host.ExecutingObject.AudioReactive.GameObject