Guidance / API reference
Multi-Position Emitters
AudioMultiPositionEmitterParent
Namespace: AudioSystem
Inheritance: MonoBehaviour
Description: Parent component that manages a group of child emitters for multi-position audio playback.
Properties
public MultiPositionType PositionType { get; }
public float PositionLerpTime { get; }
public bool UseSpreadCurve { get; }
public float MinSpatialBlend { get; }
public float MaxRandomOffset { get; }
public float MaxPitchVariationCents { get; }
public IReadOnlyList<AudioMultiPositionEmitterChild> AllEmitters { get; }
public IReadOnlyList<AudioMultiPositionEmitterChild> ActiveEmitters { get; }
public int ActiveEmitterCount { get; }
public bool HasActiveEmitters { get; }
Methods
public Vector3[] GetActivePositions()
public Transform[] GetActiveTransforms()
public void RefreshChildren()
public void EnableAllEmitters()
public void DisableAllEmitters()
public void SetAllVolumes(float volume)
Example:
var emitterParent = GetComponent<AudioMultiPositionEmitterParent>();
AudioMultiHandle mh = myEvent.PostMultiPosition(emitterParent);
AudioMultiPositionEmitterChild
Namespace: AudioSystem
Inheritance: MonoBehaviour
Description: Individual emitter point in a multi-position setup.
Properties
public bool IsActive { get; set; }
public float VolumeMultiplier { get; set; }
public bool UseDirectionality { get; set; } // Scene-view cone gizmo only; not read during playback
public float ConeAngle { get; set; } // that gizmo's angle, 0–360
public Vector3 Position { get; }
public Quaternion Rotation { get; }
public Vector3 Forward { get; }
UseDirectionality and ConeAngle only draw a cone in the Scene view. They don’t change how an emitter sounds.
From the Pepper.SFX 3.1 guides (API_REFERENCE.md). Something wrong or unclear? Tell me.