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updated some field names per CR
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-4
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Assets/HoloToolkit/SpatialSound/Scripts/UAudioManager/AudioEvent.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -130,11 +130,11 @@ public class AudioEvent : IComparable, IComparable<AudioEvent>
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public float PanRandomization;
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[Tooltip("Time, in seconds, for the audio to fade from 0 to the selected volume. Does not apply to continuous containers in which the Crossfade TGime property is used.")]
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[Tooltip("Time, in seconds, for the audio to fade from 0 to the selected volume. Does not apply to continuous containers in which the Crossfade time property is used.")]
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[Range(0f, 20f)]
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public float FadeInTime;
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[Tooltip("Time, in seconds, for the audio to fade out from the selected volume to 0. Does not apply to continuous containers in which the Crossfade TGime property is used.")]
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[Tooltip("Time, in seconds, for the audio to fade out from the selected volume to 0. Does not apply to continuous containers in which the Crossfade time property is used.")]
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[Range(0f, 20f)]
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public float FadeOutTime;
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@@ -145,7 +145,7 @@ public class AudioEvent : IComparable, IComparable<AudioEvent>
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public float InstanceTimeBuffer;
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[Tooltip("The behavior when the instance limit is reached.")]
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public AudioEventInstanceBehavior AudioEventInstance = AudioEventInstanceBehavior.KillOldest;
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public AudioEventInstanceBehavior AudioEventInstanceBehavior = AudioEventInstanceBehavior.KillOldest;
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/// <summary>
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/// Contains the sounds associated with this AudioEvent.

Assets/HoloToolkit/SpatialSound/Scripts/UAudioManager/UAudioManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -99,7 +99,7 @@ private void PlayEvent(string eventName, GameObject emitter, AudioSource primary
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if (emitter == null)
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{
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//if emitter is null, use the uaudiomanager gameobject(2dsound)
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//if emitter is null, use the uAudioManager GameObject(2dSound)
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emitter = gameObject;
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}
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