Difference between revisions of "Sound"
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=== Example === | === Example === | ||
'''Play a background music in loop''' | '''Play a background music in loop''' | ||
− | < | + | <syntaxhighlight lang="lua"> |
--local sound = Sound.new("bgmusicloop.wav") | --local sound = Sound.new("bgmusicloop.wav") | ||
local sound = Sound.new("bgmusicloop.mp3") | local sound = Sound.new("bgmusicloop.mp3") |
Revision as of 14:30, 13 July 2023
Supported platforms:
Available since: Gideros 2011.6
Inherits from: Object
Description
The Sound class lets you load and play WAV, MP3, MOD, XM, S3M and IT sound files.
Control of the playing sound is performed through the SoundChannel object.
Example
Play a background music in loop <syntaxhighlight lang="lua"> --local sound = Sound.new("bgmusicloop.wav") local sound = Sound.new("bgmusicloop.mp3")
print(sound:getLength())
local channel = sound:play(26000, true, false)
print(channel:getPosition()) channel:setPosition(20000) print(channel:getPosition()) channel:setPaused(false)
channel:addEventListener(Event.COMPLETE, function() print("complete") end)
local function onTimer() -- print(channel:getPosition(), sound:getLength()) collectgarbage() end
local t = Timer.new(100) t:addEventListener(Event.TIMER, onTimer) t:start()
stage:addEventListener(Event.MOUSE_DOWN, function() channel:setPaused(not channel:isPaused()) channel:setPosition(10000) -- channel:setPitch(1.5) end) </source>
See also
SoundChannel
Playing_Sound_and_Music
MethodsSound.new creates a new Sound object |
EventsConstants |