Difference between revisions of "SoundChannel"
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===Example=== | ===Example=== | ||
− | < | + | <syntaxhighlight lang="lua"> |
local sound1 = Sound.new("audio/sound1.ogg") | local sound1 = Sound.new("audio/sound1.ogg") | ||
local audio1 = sound1:play() | local audio1 = sound1:play() | ||
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local audio2 = sound2:play() | local audio2 = sound2:play() | ||
end) | end) | ||
− | </ | + | </syntaxhighlight> |
=== See also === | === See also === | ||
+ | '''[[Sound]]'''<br/> | ||
'''[[Playing_Sound_and_Music]]''' | '''[[Playing_Sound_and_Music]]''' | ||
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| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
=== Methods === | === Methods === | ||
− | [[SoundChannel:getPitch]] ''returns the current | + | [[SoundChannel:getPitch]] ''returns the current sound channel pitch''<br/><!--GIDEROSMTD:SoundChannel:getPitch() returns the current sound channel pitch--> |
− | [[SoundChannel:getPosition]] ''returns | + | [[SoundChannel:getPosition]] ''returns the current playback position''<br/><!--GIDEROSMTD:SoundChannel:getPosition() returns the current playback position--> |
− | [[SoundChannel:getVolume]] ''returns the current | + | [[SoundChannel:getStreamId]] ''returns the channel stream id''<br/><!--GIDEROSMTD:SoundChannel:getStreamId() returns the channel stream id--> |
− | [[SoundChannel:isLooping]] ''returns the looping state | + | [[SoundChannel:getVolume]] ''returns the current sound channel volume''<br/><!--GIDEROSMTD:SoundChannel:getVolume() returns the current sound channel volume--> |
− | [[SoundChannel:isPaused]] ''returns the paused state | + | [[SoundChannel:isLooping]] ''returns the channel looping state''<br/><!--GIDEROSMTD:SoundChannel:isLooping() returns the channel looping state--> |
− | [[SoundChannel:isPlaying]] ''returns the playing state | + | [[SoundChannel:isPaused]] ''returns the channel paused state''<br/><!--GIDEROSMTD:SoundChannel:isPaused() returns the channel paused state--> |
− | [[SoundChannel:setLooping]] ''sets the looping state | + | [[SoundChannel:isPlaying]] ''returns the sound channel playing state''<br/><!--GIDEROSMTD:SoundChannel:isPlaying() returns the sound channel playing state--> |
− | [[SoundChannel:setPaused]] ''sets the paused state | + | [[SoundChannel:setEffect]] ''enables sound channel effects''<br/><!--GIDEROSMTD:SoundChannel:setEffect(channel, effect, params) enables sound channel effects--> |
− | [[SoundChannel:setPitch]] ''sets | + | [[SoundChannel:setLooping]] ''sets the channel looping state''<br/><!--GIDEROSMTD:SoundChannel:setLooping(looping) sets the channel looping state--> |
− | [[SoundChannel:setPosition]] ''sets | + | [[SoundChannel:setPaused]] ''sets the channel paused state''<br/><!--GIDEROSMTD:SoundChannel:setPaused(paused) sets the channel paused state--> |
− | [[SoundChannel:setVolume]] ''sets | + | [[SoundChannel:setPitch]] ''sets the sound channel pitch''<br/><!--GIDEROSMTD:SoundChannel:setPitch(pitch) sets the sound channel pitch--> |
− | [[SoundChannel:setWorldPosition]] '' | + | [[SoundChannel:setPosition]] ''sets the current playback position''<br/><!--GIDEROSMTD:SoundChannel:setPosition(position) sets the current playback position--> |
+ | [[SoundChannel:setVolume]] ''sets the sound channel volume''<br/><!--GIDEROSMTD:SoundChannel:setVolume(volume) sets the sound channel volume--> | ||
+ | [[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--> | ||
Latest revision as of 14:32, 13 July 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 sound channel pitch |
EventsConstants |