Give GML scripts some love.
parent
c37921a181
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48a6501f47
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@ -1 +1,17 @@
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/// @description Clean up all resources when the game is about to end.
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/* Destroy sound instances first: */
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// sndInst.Stop();
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// sndInst.Destroy();
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// sndInst = undefined;
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/* Only then destroy static sounds: */
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// snd.Destroy();
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// snd = undefined;
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/* And only then, destroy effect chains */
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effChain.Destroy();
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effChain = undefined;
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/* Finish up the system */
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FAudioGMS_Destroy();
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@ -1,6 +1,15 @@
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/// @description Initialize audio.
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/* First initialize the system: */
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var spatialDistanceScale = 50; // makes "3D" audio louder
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FAudioGMS_Init(spatialDistanceScale, 1 / 60);
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var timestep = game_get_speed(gamespeed_microseconds) / 1000000; // default, autodetect from GM timestep.
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FAudioGMS_Init(spatialDistanceScale, timestep);
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/* Init Effects Chains Here */
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effChain = new EffectChain();
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effChain.AddDefaultReverb();
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/* Load Audio Assets Here */
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// snd = LoadStaticSound("go-go-go-tigerblood.wav");
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// sndInst = snd.Play();
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// sndInst.SetEffectChain(effChain, 1); // apply default reverb to the instance.
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@ -1 +1,2 @@
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/// @description MUST be called once per frame!
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FAudioGMS_Update();
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@ -88,10 +88,10 @@ function StaticSound(_staticSoundID) constructor
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// The audio is streamed off the disk, so only a small amount of memory is used at a time.
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// Good for things like music or voiceover playback.
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// Note that StreamingSounds are SoundInstances.
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function LoadStreamingSound(filename)
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function LoadStreamingSound(filename, bufferSizeInBytes = 0)
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{
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var filePath = GetPathPrepend() + "audio/streaming/" + filename;
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soundInstanceID = FAudioGMS_StreamingSound_LoadOGG(filePath);
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soundInstanceID = FAudioGMS_StreamingSound_LoadOGG(filePath, bufferSizeInBytes);
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return new SoundInstance(soundInstanceID);
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}
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@ -129,6 +129,12 @@ function SoundInstance(_soundInstanceID) constructor
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FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity);
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}
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// Sets the 3-dimensional orientation of the sound.
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static Set3DOrientation = function(xFront, yFront, zFront, xTop, yTop, zTop)
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{
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FAudioGMS_SoundInstance_Set3DOrientation(soundInstanceID, xFront, yFront, zFront, xTop, yTop, zTop);
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}
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// Sets whether the sound instance loops (true) or does not (false).
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static SetLoop = function(loop)
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{
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@ -168,6 +174,12 @@ function SoundInstance(_soundInstanceID) constructor
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FAudioGMS_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, seconds);
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}
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// Queues this sound instance for playing in sync.
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static QueueSyncPlay = function()
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{
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FAudioGMS_SoundInstance_QueueSyncPlay(soundInstanceID);
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}
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// Sets the playback region for the sound instance.
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static SetPlayRegion = function(loopStartInMilliseconds, loopEndInMilliseconds)
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{
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@ -216,7 +228,7 @@ function SoundInstance(_soundInstanceID) constructor
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static QueueSoundInstance = function(queueSoundInstance)
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{
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FAudioGMS_SoundInstance_QueueSoundInstance(soundInstanceID, queueSoundInstance.soundInstanceID);
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FAudioGMS_SoundInstance_QueueSoundInstance(soundInstanceID, queueSoundInstance.soundInstanceID);
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}
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// Gets the pitch of the sound.
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@ -263,6 +275,12 @@ function SoundInstance(_soundInstanceID) constructor
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SetVolume(1);
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}
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// Plays the sound instance queue.
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function SyncPlay()
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{
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FAudioGMS_SoundInstance_SyncPlay();
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}
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// Effect chains allow you to modify sound playback using audio effects.
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// Right now only reverb is implemented, but more effects will probably come later.
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function EffectChain() constructor
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@ -348,6 +366,12 @@ function SetListenerVelocity(xVelocity, yVelocity, zVelocity)
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FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity);
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}
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// Sets the orientation of the listener for 3D audio.
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function SetListenerOrientation(xFront, yFront, zFront, xTop, yTop, zTop)
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{
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FAudioGMS_SetListenerOrientation(xFront, yFront, zFront, xTop, yTop, zTop);
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}
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// Stops all audio playback.
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function StopAllAudio()
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{
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