using UnityEditor; using UnityEditor.Timeline; using UnityEngine.Playables; namespace UnityEngine.Timeline { [CustomEditor(typeof(AudioPlayableAsset))] class AudioPlayableAssetInspector : BasicAssetInspector { public override void OnPlayableAssetChangedInInspector() { // At this point, we are guaranteed that the Timeline window is focused on // the correct asset and that a single clip is selected (see ClipInspector) if (TimelineEditor.inspectedDirector == null) // Do nothing if in asset mode return; var asset = (AudioPlayableAsset)target; if (TimelineEditor.inspectedDirector.state == PlayState.Playing) asset.LiveLink(); else TimelineEditor.Refresh(RefreshReason.ContentsModified); } } }