Difference between revisions of "SoundChannel"
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| ===Example=== | ===Example=== | ||
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| 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) | ||
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| === See also === | === See also === | ||
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 | 
