Difference between revisions of "SoundChannel"
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[[SoundChannel:setPosition]] ''sets the position of the current playback''<br/><!--GIDEROSMTD:SoundChannel:setPosition(position) sets the position of the current playback--> | [[SoundChannel:setPosition]] ''sets the position of the current playback''<br/><!--GIDEROSMTD:SoundChannel:setPosition(position) sets the position of the current playback--> | ||
[[SoundChannel:setVolume]] ''sets the volume of the sound channel''<br/><!--GIDEROSMTD:SoundChannel:setVolume(volume) sets the volume of the sound channel--> | [[SoundChannel:setVolume]] ''sets the volume of the sound channel''<br/><!--GIDEROSMTD:SoundChannel:setVolume(volume) sets the volume of the sound channel--> | ||
− | [[SoundChannel:setWorldPosition]] '' | + | [[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--> |
[[SoundChannel:stop]] ''stops the sound playing in the channel''<br/><!--GIDEROSMTD:SoundChannel:stop() stops the sound playing in the channel--> | [[SoundChannel:stop]] ''stops the sound playing in the channel''<br/><!--GIDEROSMTD:SoundChannel:stop() stops the sound playing in the channel--> | ||
Revision as of 09:02, 12 March 2023
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)
See also
MethodsSoundChannel:getPitch returns the current pitch of the sound channel |
EventsConstants |