Difference between revisions of "SoundChannel"
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| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
=== <translate>Events</translate> === | === <translate>Events</translate> === | ||
− | [[Special:MyLanguage/Event.COMPLETE|Event.COMPLETE]]<br/><!-- GIDEROSEVT:Event.COMPLETE complete--> | + | <!--[[Special:MyLanguage/Event.COMPLETE|Event.COMPLETE]]<br/>--> |
+ | [[Special:MyLanguage/SoundChannel_Event.COMPLETE|SoundChannel_Event.COMPLETE]]<br/> | ||
+ | <!-- GIDEROSEVT:Event.COMPLETE complete--> | ||
=== <translate>Constants</translate> === | === <translate>Constants</translate> === | ||
|} | |} | ||
{{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} |
Revision as of 19:15, 11 February 2020
Supported platforms:
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)
MethodsSoundChannel:getPitch returns the current pitch of the sound channel |
EventsConstants |