Difference between revisions of "SoundChannel"

From GiderosMobile
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__NOTOC__
 
__NOTOC__
'''Supported platforms:''' android, ios, mac, pc<br/>
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<!-- GIDEROSOBJ:SoundChannel -->
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'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
 
'''Available since:''' Gideros 2011.6<br/>
 
'''Available since:''' Gideros 2011.6<br/>
=== Description ===
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'''Inherits from:''' [[Object]]<br/>
<br />
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The `SoundChannel` class is used to control and monitor a playing sound.<br />
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===Description===
<br />
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The '''SoundChannel''' class is used to control and monitor a playing sound.
<h3>SoundChannel Events</h3><br />
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<ul><br />
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===SoundChannel Events===
<li>`Event.COMPLETE = "complete"` When the sound channel has finished playing, `Event.COMPLETE` event is dispatched.</li><br />
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*''Event.COMPLETE = "complete"'': when the sound channel has finished playing, [[Event.COMPLETE]] event is dispatched
</ul><br />
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<br />{|-
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===Example===
| style="width: 50%;"|
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<syntaxhighlight lang="lua">
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local sound1 = Sound.new("audio/sound1.ogg")
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local audio1 = sound1:play()
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audio1:addEventListener(Event.COMPLETE, function()
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-- play a second audio when the first one is complete
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local sound2 = Sound.new("audio/sound2.ogg")
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local audio2 = sound2:play()
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end)
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</syntaxhighlight>
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=== See also ===
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'''[[Sound]]'''<br/>
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'''[[Playing_Sound_and_Music]]'''
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{|-
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=== Methods ===
 
=== Methods ===
[[SoundChannel:getPitch]] - returns the current pitch of the sound channel<br/>
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[[SoundChannel:getPitch]] ''returns the current sound channel pitch''<br/><!--GIDEROSMTD:SoundChannel:getPitch() returns the current sound channel pitch-->
[[SoundChannel:getPosition]] - returns the position of the current playback<br/>
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[[SoundChannel:getPosition]] ''returns the current playback position''<br/><!--GIDEROSMTD:SoundChannel:getPosition() returns the current playback position-->
[[SoundChannel:getVolume]] - returns the current volume of the sound channel<br/>
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[[SoundChannel:getStreamId]] ''returns the channel stream id''<br/><!--GIDEROSMTD:SoundChannel:getStreamId() returns the channel stream id-->
[[SoundChannel:isLooping]] - returns the looping state of the channel<br/>
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[[SoundChannel:getVolume]] ''returns the current sound channel volume''<br/><!--GIDEROSMTD:SoundChannel:getVolume() returns the current sound channel volume-->
[[SoundChannel:isPaused]] - returns the paused state of the channel<br/>
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[[SoundChannel:isLooping]] ''returns the channel looping state''<br/><!--GIDEROSMTD:SoundChannel:isLooping() returns the channel looping state-->
[[SoundChannel:isPlaying]] - returns the playing state for the sound channel<br/>
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[[SoundChannel:isPaused]] ''returns the channel paused state''<br/><!--GIDEROSMTD:SoundChannel:isPaused() returns the channel paused state-->
[[SoundChannel:setLooping]] - sets the looping state of the channel<br/>
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[[SoundChannel:isPlaying]] ''returns the sound channel playing state''<br/><!--GIDEROSMTD:SoundChannel:isPlaying() returns the sound channel playing state-->
[[SoundChannel:setPaused]] - sets the paused state of the channel<br/>
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[[SoundChannel:setEffect]] ''enables sound channel effects''<br/><!--GIDEROSMTD:SoundChannel:setEffect(channel, effect, params) enables sound channel effects-->
[[SoundChannel:setPitch]] - sets the pitch of the sound channel<br/>
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[[SoundChannel:setLooping]] ''sets the channel looping state''<br/><!--GIDEROSMTD:SoundChannel:setLooping(looping) sets the channel looping state-->
[[SoundChannel:setPosition]] - sets the position of the current playback<br/>
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[[SoundChannel:setPaused]] ''sets the channel paused state''<br/><!--GIDEROSMTD:SoundChannel:setPaused(paused) sets the channel paused state-->
[[SoundChannel:setVolume]] - sets the volume of the sound channel<br/>
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[[SoundChannel:setPitch]] ''sets the sound channel pitch''<br/><!--GIDEROSMTD:SoundChannel:setPitch(pitch) sets the sound channel pitch-->
[[SoundChannel:setWorldPosition]] - <br/>
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[[SoundChannel:setPosition]] ''sets the current playback position''<br/><!--GIDEROSMTD:SoundChannel:setPosition(position) sets the current playback position-->
[[SoundChannel:stop]] - stops the sound playing in the channel<br/>
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[[SoundChannel:setVolume]] ''sets the sound channel volume''<br/><!--GIDEROSMTD:SoundChannel:setVolume(volume) sets the sound channel volume-->
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[[SoundChannel:setWorldPosition]] ''sets the position of the sound in a 3D world''<br/><!--GIDEROSMTD:SoundChannel:setWorldPosition(x,y,z,vx,vy,vz) sets the position of the sound in a 3D world-->
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[[SoundChannel:stop]] ''stops the sound playing in the channel''<br/><!--GIDEROSMTD:SoundChannel:stop() stops the sound playing in the channel-->
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=== Events ===
 
=== Events ===
[[Event.COMPLETE]]<br/>
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<!--[[Event.COMPLETE]]<br/>-->
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[[SoundChannel_Event.COMPLETE]]<br/><!--GIDEROSEVT:Event.COMPLETE complete-->
 
=== Constants ===
 
=== Constants ===
 
|}
 
|}
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{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 14:32, 13 July 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