Difference between revisions of "SoundChannel"
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| [[SoundChannel:isPaused]] ''returns the paused state of the channel''<br/><!--GIDEROSMTD:SoundChannel:isPaused() returns the paused state of the channel--> | [[SoundChannel:isPaused]] ''returns the paused state of the channel''<br/><!--GIDEROSMTD:SoundChannel:isPaused() returns the paused state of the channel--> | ||
| [[SoundChannel:isPlaying]] ''returns the playing state for the sound channel''<br/><!--GIDEROSMTD:SoundChannel:isPlaying() returns the playing state for the sound channel--> | [[SoundChannel:isPlaying]] ''returns the playing state for the sound channel''<br/><!--GIDEROSMTD:SoundChannel:isPlaying() returns the playing state for the sound channel--> | ||
| + | [[SoundChannel:setEffect]] ''enables effects on the sound channel''<br/><!--GIDEROSMTD:SoundChannel:setEffect(channel, effect, params) enables effects on the sound channel--> | ||
| [[SoundChannel:setLooping]] ''sets the looping state of the channel''<br/><!--GIDEROSMTD:SoundChannel:setLooping(looping) sets the looping state of the channel--> | [[SoundChannel:setLooping]] ''sets the looping state of the channel''<br/><!--GIDEROSMTD:SoundChannel:setLooping(looping) sets the looping state of the channel--> | ||
| [[SoundChannel:setPaused]] ''sets the paused state of the channel''<br/><!--GIDEROSMTD:SoundChannel:setPaused(paused) sets the paused state of the channel--> | [[SoundChannel:setPaused]] ''sets the paused state of the channel''<br/><!--GIDEROSMTD:SoundChannel:setPaused(paused) sets the paused state of the channel--> | ||
Revision as of 08:18, 12 March 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 pitch of the sound channel | EventsConstants | 
