2.6 KiB
Loading Sound Assets
~_StaticSound_LoadWAV(filePath)
Returns: Number, a static sound ID
Argument | Datatype | Description |
---|---|---|
filePath |
string | Path to the audio file to load |
Loads an audio file from disk into memory, ready to be instantiated as a sound instance and played. This is analogous to a GameMaker object that's used to spawn instances which can then be individually controlled.
?> Audio loaded by this function must be a .wav file.
~_StaticSound_CreateSoundInstance()
Returns: Number, a sound instance ID
Argument | Datatype | Description |
---|---|---|
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 page for commands specific to sound instances.
~_StaticSound_Destroy(staticSoundID)
Returns: N/A (undefined
)
Argument | Datatype | Description |
---|---|---|
staticSoundID |
number | Static sound to destroy, as created by FAudio_StaticSound_LoadWav() |
Frees memory associated with the given static sound.
!> If you're sure you're not going to need a static sound again for a while, you should free its memory. This avoids memory leaks which can lead to nasty, unrecoverable crashes.
~_StreamingSound_LoadOGG(filePath)
Returns: Number, a sound instance ID
Argument | Datatype | Description |
---|---|---|
filePath |
string | Path to the audio file to stream |
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.
?> Audio loaded by this function must be an .ogg file. 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.