Difference between revisions of "SoundChannel"
|  (→Description:  added Event.COMPLETE example code) | |||
| Line 2: | Line 2: | ||
| <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 | 
