Difference between revisions of "SoundChannel"
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| − | '''Supported platforms:''' android | + | <!-- GIDEROSOBJ:SoundChannel --> | 
| + | '''Supported platforms:''' [[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/> | ||
| '''Available since:''' Gideros 2011.6<br/> | '''Available since:''' Gideros 2011.6<br/> | ||
| − | ===  | + | '''Inherits from:''' [[Object]]<br/> | 
| − | + | ||
| − | The  | + | ===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 | |
| − | + | ||
| − | <br /> | + | ===Example=== | 
| + | <syntaxhighlight 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) | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | === See also === | ||
| + | '''[[Sound]]'''<br/> | ||
| + | '''[[Playing_Sound_and_Music]]''' | ||
| + | |||
| {|- | {|- | ||
| | style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
| − | ===  | + | === Methods === | 
| − | [[ | + | [[SoundChannel:getPitch]] ''returns the current sound channel pitch''<br/><!--GIDEROSMTD:SoundChannel:getPitch() returns the current sound channel pitch--> | 
| − | [[ | + | [[SoundChannel:getPosition]] ''returns the current playback position''<br/><!--GIDEROSMTD:SoundChannel:getPosition() returns the current playback position--> | 
| − | [[ | + | [[SoundChannel:getStreamId]] ''returns the channel stream id''<br/><!--GIDEROSMTD:SoundChannel:getStreamId() returns the channel stream id--> | 
| − | [[ | + | [[SoundChannel:getVolume]] ''returns the current sound channel volume''<br/><!--GIDEROSMTD:SoundChannel:getVolume() returns the current sound channel volume--> | 
| − | [[ | + | [[SoundChannel:isLooping]] ''returns the channel looping state''<br/><!--GIDEROSMTD:SoundChannel:isLooping() returns the channel looping state--> | 
| − | [[ | + | [[SoundChannel:isPaused]] ''returns the channel paused state''<br/><!--GIDEROSMTD:SoundChannel:isPaused() returns the channel paused state--> | 
| − | [[ | + | [[SoundChannel:isPlaying]] ''returns the sound channel playing state''<br/><!--GIDEROSMTD:SoundChannel:isPlaying() returns the sound channel playing state--> | 
| − | [[ | + | [[SoundChannel:setEffect]] ''enables sound channel effects''<br/><!--GIDEROSMTD:SoundChannel:setEffect(channel, effect, params) enables sound channel effects--> | 
| − | [[ | + | [[SoundChannel:setLooping]] ''sets the channel looping state''<br/><!--GIDEROSMTD:SoundChannel:setLooping(looping) sets the channel looping state--> | 
| − | [[ | + | [[SoundChannel:setPaused]] ''sets the channel paused state''<br/><!--GIDEROSMTD:SoundChannel:setPaused(paused) sets the channel paused state--> | 
| − | [[ | + | [[SoundChannel:setPitch]] ''sets the sound channel pitch''<br/><!--GIDEROSMTD:SoundChannel:setPitch(pitch) sets the sound channel pitch--> | 
| − | [[ | + | [[SoundChannel:setPosition]] ''sets the current playback position''<br/><!--GIDEROSMTD:SoundChannel:setPosition(position) sets the current playback position--> | 
| − | [[ | + | [[SoundChannel:setVolume]] ''sets the sound channel volume''<br/><!--GIDEROSMTD:SoundChannel:setVolume(volume) sets the sound channel volume--> | 
| + | [[SoundChannel:setWorldPosition]] ''sets the position of the sound in a 3D world''<br/><!--GIDEROSMTD:SoundChannel:setWorldPosition(x,y,z,vx,vy,vz) sets the position of the sound in a 3D world--> | ||
| + | [[SoundChannel:stop]] ''stops the sound playing in the channel''<br/><!--GIDEROSMTD:SoundChannel:stop() stops the sound playing in the channel--> | ||
| + | |||
| | style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
| − | ===  | + | === Events === | 
| − | [[ | + | <!--[[Event.COMPLETE]]<br/>--> | 
| − | ===  | + | [[SoundChannel_Event.COMPLETE]]<br/><!--GIDEROSEVT:Event.COMPLETE complete--> | 
| + | === Constants === | ||
| |} | |} | ||
| + | |||
| + | {{GIDEROS IMPORTANT LINKS}} | ||
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 | 
