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Author SHA1 Message Date
Nikita Krapivin ea3774de4c Update the docs a little bit 2022-01-27 00:20:47 +05:00
4 changed files with 46 additions and 11 deletions

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@ -13,7 +13,7 @@
- [`FAudioGMS_StaticSound_LoadWAV(filePath)`](Functions-(Loading-Sound-Assets)?id=_staticsound_loadwavfilepath)
- [`FAudioGMS_StaticSound_CreateSoundInstance(staticSoundID)`](Functions-(Loading-Sound-Assets)?id=_staticsound_createsoundinstance)
- [`FAudioGMS_StaticSound_Destroy(staticSoundID)`](Functions-(Loading-Sound-Assets)?id=_staticsound_destroystaticsoundid)
- [`FAudioGMS_StreamingSound_LoadOGG(filePath)`](Functions-(Loading-Sound-Assets)?id=_streamingsound_loadoggfilepath)
- [`FAudioGMS_StreamingSound_LoadOGG(filePath, bufferSizeInBytes)`](Functions-(Loading-Sound-Assets)?id=_streamingsound_loadoggfilepath-buffersizeinbytes)
 
@ -29,6 +29,7 @@
- [`FAudioGMS_SoundInstance_SetVolume(soundInstanceID, volume)`](Functions-(Sound-Instances)?id=_soundinstance_setvolumesoundinstanceid-volume)
- [`FAudioGMS_SoundInstance_Set3DPosition(soundInstanceID, x, y, z)`](Functions-(Sound-Instances)?id=_soundinstance_set3dpositionsoundinstanceid-x-y-z)
- [`FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity)`](Functions-(Sound-Instances)?id=_soundinstance_set3dvelocitysoundinstanceid-xvelocity-yvelocity-zvelocity)
- [`FAudioGMS_SoundInstance_Set3DOrientation(soundInstanceID, xFront, yFront, zFront, xTop, yTop, zTop)`](Functions-(Sound-Instances)?id=_soundinstance_set3dorientationsoundinstanceid-xfront-yfront-zfront-xtop-ytop-ztop)
- [`FAudioGMS_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)`](Functions-(Sound-Instances)?id=_soundinstance_settrackpositioninsecondssoundinstanceid-trackpositioninseconds)
- [`FAudioGMS_SoundInstance_SetLoopPoints(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds)`](http://moonside.games/docs/FAudioGMS/#/latest/Functions-(Sound-Instances)?id=_soundinstance_setlooppointssoundinstanceid-loopstartinmilliseconds-loopendinmilliseconds)?
- [`FAudioGMS_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds)`](Functions-(Sound-Instances)?id=_soundinstance_setvolumeovertimesoundinstanceid-volume-milliseconds)
@ -61,4 +62,4 @@
- [`FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity)`](Functions-(Global-Behaviours)?id=_setlistenervelocityxvelocity-yvelocity-zvelocity)
- [`FAudioGMS_PauseAll()`](Functions-(Global-Behaviours)?id=_pauseall)
- [`FAudioGMS_ResumeAll()`](Functions-(Global-Behaviours)?id=_resumeall)
- [`FAudioGMS_StopAll`](Functions-(Global-Behaviours)?id=_stopall)
- [`FAudioGMS_StopAll()`](Functions-(Global-Behaviours)?id=_stopall)

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@ -4,10 +4,10 @@
**Returns:** N/A (`undefined`)
|Argument |Datatype|Description |
|----------------------|--------|------------------------------------------------------------------------------------------------------------|
|Argument |Datatype|Description |
|----------------------|--------|---------------------------------------------------------------------------------------------------------------|
|`spatialDistanceScale`|number |3D Volume scaling factor. Higher numbers make sounds that are further away quieter. A recommended value is `50`|
|`timestep` |number |Number of seconds expected to pass for each call to `FAudio_Update()`. This is usually `1/fps` |
|`timestep` |number |Number of seconds expected to pass for each call to `FAudio_Update()`. This is usually `1/fps` |
!> `FAudioGMS_Init()` must be called once at the very start of your game. If in doubt, place the `AUDIO` object in the first room in your game.

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@ -14,13 +14,13 @@ Loads an audio file from disk into memory, ready to be instantiated as a sound i
 
## `~_StaticSound_CreateSoundInstance()`
## `~_StaticSound_CreateSoundInstance(staticSoundID)`
**Returns:** Number, a **sound instance ID**
|Argument |Datatype|Description |
|---------------|--------|-------------------------------------------------------------------------|
|`staticSoundID`|number |Static sound to instantiate, as created by `FAudio_StaticSound_LoadWav()`|
|`staticSoundID`|number |Static sound to instantiate, as created by `FAudio_StaticSound_LoadWAV()`|
Creates a sound instance that can be manipulated individually. Please see the [Sound Instances](Functions-(Sound-Instances)) page for commands specific to sound instances.
@ -40,16 +40,19 @@ Frees memory associated with the given static sound.
 
## `~_StreamingSound_LoadOGG(filePath)`
## `~_StreamingSound_LoadOGG(filePath, bufferSizeInBytes)`
**Returns:** Number, a **sound instance ID**
|Argument |Datatype|Description |
|----------|--------|------------------------------------------------------|
|`filePath`|string |Path to the audio file to stream |
|Argument |Datatype|Description |
|-------------------|--------|-----------------------------------------------------------|
|`filePath` |string |Path to the audio file to stream |
|`bufferSizeInBytes`|number |Stream buffer size, passing 0 will pick a sensible default.|
Sets up an audio file on disk to be streamed. This is immediately converted into a sound instance ID that you can manipulate and play using the [Sound Instance](Functions-(Sound-Instances)) functions.
To prevent stutters the sound stream will be buffered, the size of the buffer is determined by the `bufferSizeInBytes` argument, passing 0 will pick a sensible default size.
?> Audio loaded by this function must be an [.ogg file](https://en.wikipedia.org/wiki/Ogg). Please note that this function returns a sound instance ID (rather than a static sound ID).
!> It is not recommended to try to stream the same .ogg file twice at the same time.

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@ -132,6 +132,24 @@ Sets the velocity of the sound instance, allowing for pitch shifting to emulate
 
## `~_SoundInstance_Set3DOrientation(soundInstanceID, xFront, yFront, zFront, xTop, yTop, zTop)`
**Returns:** N/A (`undefined`)
|Argument |Datatype|Description |
|-----------------|--------|-----------------------------------------------------------------|
|`soundInstanceID`|number |Sound instance to target |
|`xFront` |number |x-component of the front orientation vector of the sound instance|
|`yFront` |number |y-component of the front orientation vector of the sound instance|
|`zFront` |number |z-component of the front orientation vector of the sound instance|
|`xTop` |number |x-component of the top orientation vector of the sound instance |
|`yTop` |number |y-component of the top orientation vector of the sound instance |
|`zTop` |number |z-component of the top orientation vector of the sound instance |
Sets the 3D orientation of the sound instance expressed as front and top vectors.
 
## `~_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)`
**Returns:** N/A (`undefined`)
@ -217,6 +235,19 @@ Sets a band-pass filter on a sound instance, cutting out frequencies above and b
 
## `~_SoundInstance_QueueSoundInstance(soundInstanceID, queueSoundInstanceID)`
**Returns:** N/A (`undefined`)
|Argument |Datatype|Description |
|----------------------|--------|--------------------------------------------------------------------------|
|`soundInstanceID` |number |Sound instance to target |
|`queueSoundInstanceID`|number |Sound instance to queue |
Queues a `queueSoundInstanceID` sound instance to play after the `soundInstanceID`.
 
## `~_SoundInstance_GetPitch(soundInstanceID)`
**Returns:** Number, the pitch of the sound instance, with `1` being no pitch shift