14 KiB
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_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
)
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_SetLoopPoints(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds)
Returns: N/A (undefined
)
Argument | Datatype | Description |
---|---|---|
soundInstanceID |
number | Sound instance to target |
loopStartInMilliseconds |
number | Start of the loop, in milliseconds |
loopEndInMilliseconds |
number | End of the loop, in milliseconds |
Loops over a specific region of the sound instance. This is useful for dynamic audio.
!> This function must be called BEFORE calling FAudioGMS_SoundInstance_Play
or it will not behave as you expect.
~_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_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
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 |