FAudioGMS-Docs/docs/latest/Functions-(Sound-Instances).md

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Sound Instances

~_SoundInstance_Play(soundInstanceID, loop)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
loop boolean Whether the sound instance should replay from the start when it finishes playing

Plays the given sound instance.

?> Note that once playback is complete the sound instance will not automatically be destroyed unless FAudioGMS_SoundInstance_DestroyWhenFinished is used.

 

~_SoundInstance_Pause(soundInstanceID)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target

Pauses playback of a sound instance. It can later be resumed by calling FAudio_SoundInstance_Resume(soundInstanceID).

 

~_SoundInstance_Stop(soundInstanceID)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target

Stops playback of the given sound instance completely. To restart playback, FAudio_SoundInstance_Play() should be called.

 

~_SoundInstance_Destroy(soundInstanceID)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target

Destroys a sound instance, freeing memory associated with it.

 

~_SoundInstance_DestroyWhenFinished(soundInstanceID)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target

Sets a sound instance to self-destruct when it finishes playing. This is useful for one-off audio clips that you don't want to keep track of.

 

~_SoundInstance_SetPan(soundInstanceID, pan)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
pan number Should be from -1 (100% left) to +1 (100% right) with 0 being central

Sets the stereo (left/right) panning of the sound instance. This is useful to fake positional audio in 2D, amongst other mixing techniques.

 

~_SoundInstance_SetPitch(soundInstanceID, pitch)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
pitch number Frequency multiplier. A value of 2 will double the frequency and make the pitch higher, a value of 0.5 will halve the frequency and make the pitch lower

Changes the pitch of the audio by time-stretching or time-condensing playback. This also changes the playback time accordingly (a higher-pitched sound will take less time to fully play).

 

~_SoundInstance_SetVolume(soundInstanceID, volume)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
volume number Volume of the sound instance. 1 is 100% volume

Sets the volume for the sound instance. To change volume smoothly over time, please use FAudio_SoundInstance_SetVolumeOverTime().

 

~_SoundInstance_Set3DPosition(soundInstanceID, x, y, z)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
x number x-position of the sound instance
y number y-position of the sound instance
z number z-position of the sound instance

Places the sound instance in 3D space. In combination with FAudio_SetListenerPosition(), this sets the relative panning and volume for the sound instance to give the illusion of the player being in a 3D environment.

 

~_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
xVelocity number x-component of the velocity of the sound instance
yVelocity number y-component of the velocity of the sound instance
zVelocity number z-component of the velocity of the sound instance

Sets the velocity of the sound instance, allowing for pitch shifting to emulate the Doppler effect.

 

~_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
trackPositionInSeconds number Track position to jump to, in seconds

Jumps to a fixed position in the sound instance's audio asset. This is useful for audio assets that are comprised of a few different sections.

 

~_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
volume number Target velocity to interpolate towards
milliseconds number Duration of the interpolation, in milliseconds

Smoothly interpolates the volume of a sound instance over time. This time can be very short or very long, as you see fit.

 

~_SoundInstance_SetLowPassFilter(soundInstanceID, lowPassFilter, Q)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
lowPassFilter number Frequency of the low-pass. This is a value from 0 (20hz) to 1 (20khz)
Q number Unitless - the steepness of the cutoff knee. A recommended value is 1

Sets a low-pass filter on a sound instance, cutting out high frequencies. This has the effect of making the sound seem muffled.

 

~_SoundInstance_SetHighPassFilter(soundInstanceID, lowPassFilter, Q)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
highPassFilter number Frequency of the high-pass. This is a value from 0 (20hz) to 1 (20khz)
Q number Unitless - the steepness of the cutoff knee. A recommended value is 1

Sets a high-pass filter on a sound instance, cutting out low frequencies. This has the effect of making the sound seem tinny and thin.

 

~_SoundInstance_SetBandPassFilter(soundInstanceID, bandPassFilter, Q)

Returns: N/A (undefined)

Argument Datatype Description
soundInstanceID number Sound instance to target
bandPassFilter number Frequency of the band-pass. This is a value from 0 (20hz) to 1 (20khz)
Q number Unitless - the steepness of the cutoff knee. A recommended value is 1

Sets a band-pass filter on a sound instance, cutting out frequencies above and below the center of the band. What this sounds like depends on what frequency you choose, but it has a habit of making sounds seem nasal and boxy.

 

~_SoundInstance_GetPitch(soundInstanceID)

Returns: Number, the pitch of the sound instance, with 1 being no pitch shift

Argument Datatype Description
soundInstanceID number Sound instance to target

 

~_SoundInstance_GetVolume(soundInstanceID)

Returns: Number, the volume of the sound instance, from 0 (inaudible) to 1 (full volume)

Argument Datatype Description
soundInstanceID number Sound instance to target

 

~_SoundInstance_GetTrackLengthInSeconds(soundInstanceID)

Returns: Number, the track length (in seconds)

Argument Datatype Description
soundInstanceID number Sound instance to target

 

~_SoundInstance_GetTrackPositionInSeconds(soundInstanceID)

Returns: Number, the track position (in seconds)

Argument Datatype Description
soundInstanceID number Sound instance to target