Difference between revisions of "SoundChannel"
(→Description: added Event.COMPLETE example code) |
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<languages /> | <languages /> | ||
<!-- GIDEROSOBJ:SoundChannel --> | <!-- GIDEROSOBJ:SoundChannel --> | ||
− | '''<translate>Supported platforms</translate>:''' [[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/> | + | '''<translate>Supported platforms</translate>:''' [[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]] |
− | '''<translate>Available since</translate>:''' Gideros 2011.6<br/> | + | <br/> |
− | '''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]]<br/> | + | '''<translate>Available since</translate>:''' Gideros 2011.6 |
− | === <translate>Description</translate> === | + | <br/> |
− | <translate | + | '''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]] |
− | The [[Special:MyLanguage/SoundChannel|SoundChannel]] class is used to control and monitor a playing sound.< | + | <br/> |
− | <br /> | + | |
− | < | + | ===<translate>Description</translate>=== |
− | <ul>< | + | <translate> |
− | < | + | The [[Special:MyLanguage/SoundChannel|SoundChannel]] class is used to control and monitor a playing sound. |
− | </ul><br /> | + | </translate> |
− | < | + | <br/> |
+ | |||
+ | ===<translate>SoundChannel Events</translate>=== | ||
+ | <ul> | ||
+ | <li><translate>''Event.COMPLETE = "complete"'' When the sound channel has finished playing, [[Special:MyLanguage/Event.COMPLETE|Event.COMPLETE]] event is dispatched.</translate></li> | ||
+ | </ul> | ||
+ | <br/> | ||
+ | |||
+ | ===<translate>Example</translate>=== | ||
+ | <source lang="lua"> | ||
+ | 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) | ||
+ | </source> | ||
+ | <br/> | ||
+ | |||
{|- | {|- | ||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| |
Revision as of 20:29, 30 May 2019
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 |