Difference between revisions of "SoundChannel"

From GiderosMobile
Line 23: Line 23:
  
 
=== See also ===
 
=== See also ===
 +
'''[[Sound]]'''<br/>
 
'''[[Playing_Sound_and_Music]]'''
 
'''[[Playing_Sound_and_Music]]'''
  

Revision as of 22:37, 19 March 2023

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2011.6
Inherits from: Object

Description

The SoundChannel class is used to control and monitor a playing sound.

SoundChannel Events

  • Event.COMPLETE = "complete": when the sound channel has finished playing, Event.COMPLETE event is dispatched

Example

local sound1 = Sound.new("audio/sound1.ogg")
local audio1 = sound1:play()
audio1:addEventListener(Event.COMPLETE, function()
	-- play a second audio when the first one is complete
	local sound2 = Sound.new("audio/sound2.ogg")
	local audio2 = sound2:play()
end)

See also

Sound
Playing_Sound_and_Music

Methods

SoundChannel:getPitch returns the current sound channel pitch
SoundChannel:getPosition returns the current playback position
SoundChannel:getStreamId returns the channel stream id
SoundChannel:getVolume returns the current sound channel volume
SoundChannel:isLooping returns the channel looping state
SoundChannel:isPaused returns the channel paused state
SoundChannel:isPlaying returns the sound channel playing state
SoundChannel:setEffect enables sound channel effects
SoundChannel:setLooping sets the channel looping state
SoundChannel:setPaused sets the channel paused state
SoundChannel:setPitch sets the sound channel pitch
SoundChannel:setPosition sets the current playback position
SoundChannel:setVolume sets the sound channel volume
SoundChannel:setWorldPosition sets the position of the sound in a 3D world
SoundChannel:stop stops the sound playing in the channel

Events

SoundChannel_Event.COMPLETE

Constants