Difference between revisions of "SoundChannel"
| Line 44: | Line 44: | ||
| | style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
| === <translate>Events</translate> === | === <translate>Events</translate> === | ||
| − | [[Special:MyLanguage/Event.COMPLETE|Event.COMPLETE]]<br/><!-- GIDEROSEVT:Event.COMPLETE complete--> | + | <!--[[Special:MyLanguage/Event.COMPLETE|Event.COMPLETE]]<br/>--> | 
| + | [[Special:MyLanguage/SoundChannel_Event.COMPLETE|SoundChannel_Event.COMPLETE]]<br/> | ||
| + | <!-- GIDEROSEVT:Event.COMPLETE complete--> | ||
| === <translate>Constants</translate> === | === <translate>Constants</translate> === | ||
| |} | |} | ||
| {{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} | ||
Revision as of 19:15, 11 February 2020
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 | 
