forked from MoonsideGames/FAudioGMS-Docs
Update the docs a little bit
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@ -13,7 +13,7 @@
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- [`FAudioGMS_StaticSound_LoadWAV(filePath)`](Functions-(Loading-Sound-Assets)?id=_staticsound_loadwavfilepath)
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- [`FAudioGMS_StaticSound_LoadWAV(filePath)`](Functions-(Loading-Sound-Assets)?id=_staticsound_loadwavfilepath)
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- [`FAudioGMS_StaticSound_CreateSoundInstance(staticSoundID)`](Functions-(Loading-Sound-Assets)?id=_staticsound_createsoundinstance)
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- [`FAudioGMS_StaticSound_CreateSoundInstance(staticSoundID)`](Functions-(Loading-Sound-Assets)?id=_staticsound_createsoundinstance)
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- [`FAudioGMS_StaticSound_Destroy(staticSoundID)`](Functions-(Loading-Sound-Assets)?id=_staticsound_destroystaticsoundid)
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- [`FAudioGMS_StaticSound_Destroy(staticSoundID)`](Functions-(Loading-Sound-Assets)?id=_staticsound_destroystaticsoundid)
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- [`FAudioGMS_StreamingSound_LoadOGG(filePath)`](Functions-(Loading-Sound-Assets)?id=_streamingsound_loadoggfilepath)
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- [`FAudioGMS_StreamingSound_LoadOGG(filePath, bufferSizeInBytes)`](Functions-(Loading-Sound-Assets)?id=_streamingsound_loadoggfilepath-buffersizeinbytes)
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@ -29,6 +29,7 @@
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- [`FAudioGMS_SoundInstance_SetVolume(soundInstanceID, volume)`](Functions-(Sound-Instances)?id=_soundinstance_setvolumesoundinstanceid-volume)
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- [`FAudioGMS_SoundInstance_SetVolume(soundInstanceID, volume)`](Functions-(Sound-Instances)?id=_soundinstance_setvolumesoundinstanceid-volume)
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- [`FAudioGMS_SoundInstance_Set3DPosition(soundInstanceID, x, y, z)`](Functions-(Sound-Instances)?id=_soundinstance_set3dpositionsoundinstanceid-x-y-z)
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- [`FAudioGMS_SoundInstance_Set3DPosition(soundInstanceID, x, y, z)`](Functions-(Sound-Instances)?id=_soundinstance_set3dpositionsoundinstanceid-x-y-z)
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- [`FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity)`](Functions-(Sound-Instances)?id=_soundinstance_set3dvelocitysoundinstanceid-xvelocity-yvelocity-zvelocity)
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- [`FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity)`](Functions-(Sound-Instances)?id=_soundinstance_set3dvelocitysoundinstanceid-xvelocity-yvelocity-zvelocity)
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- [`FAudioGMS_SoundInstance_Set3DOrientation(soundInstanceID, xFront, yFront, zFront, xTop, yTop, zTop)`](Functions-(Sound-Instances)?id=_soundinstance_set3dorientationsoundinstanceid-xfront-yfront-zfront-xtop-ytop-ztop)
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- [`FAudioGMS_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)`](Functions-(Sound-Instances)?id=_soundinstance_settrackpositioninsecondssoundinstanceid-trackpositioninseconds)
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- [`FAudioGMS_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)`](Functions-(Sound-Instances)?id=_soundinstance_settrackpositioninsecondssoundinstanceid-trackpositioninseconds)
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- [`FAudioGMS_SoundInstance_SetLoopPoints(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds)`](http://moonside.games/docs/FAudioGMS/#/latest/Functions-(Sound-Instances)?id=_soundinstance_setlooppointssoundinstanceid-loopstartinmilliseconds-loopendinmilliseconds)?
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- [`FAudioGMS_SoundInstance_SetLoopPoints(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds)`](http://moonside.games/docs/FAudioGMS/#/latest/Functions-(Sound-Instances)?id=_soundinstance_setlooppointssoundinstanceid-loopstartinmilliseconds-loopendinmilliseconds)?
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- [`FAudioGMS_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds)`](Functions-(Sound-Instances)?id=_soundinstance_setvolumeovertimesoundinstanceid-volume-milliseconds)
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- [`FAudioGMS_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds)`](Functions-(Sound-Instances)?id=_soundinstance_setvolumeovertimesoundinstanceid-volume-milliseconds)
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@ -61,4 +62,4 @@
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- [`FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity)`](Functions-(Global-Behaviours)?id=_setlistenervelocityxvelocity-yvelocity-zvelocity)
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- [`FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity)`](Functions-(Global-Behaviours)?id=_setlistenervelocityxvelocity-yvelocity-zvelocity)
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- [`FAudioGMS_PauseAll()`](Functions-(Global-Behaviours)?id=_pauseall)
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- [`FAudioGMS_PauseAll()`](Functions-(Global-Behaviours)?id=_pauseall)
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- [`FAudioGMS_ResumeAll()`](Functions-(Global-Behaviours)?id=_resumeall)
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- [`FAudioGMS_ResumeAll()`](Functions-(Global-Behaviours)?id=_resumeall)
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- [`FAudioGMS_StopAll`](Functions-(Global-Behaviours)?id=_stopall)
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- [`FAudioGMS_StopAll()`](Functions-(Global-Behaviours)?id=_stopall)
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@ -4,10 +4,10 @@
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**Returns:** N/A (`undefined`)
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**Returns:** N/A (`undefined`)
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|Argument |Datatype|Description |
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|Argument |Datatype|Description |
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|----------------------|--------|------------------------------------------------------------------------------------------------------------|
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|----------------------|--------|---------------------------------------------------------------------------------------------------------------|
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|`spatialDistanceScale`|number |3D Volume scaling factor. Higher numbers make sounds that are further away quieter. A recommended value is `50`|
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|`spatialDistanceScale`|number |3D Volume scaling factor. Higher numbers make sounds that are further away quieter. A recommended value is `50`|
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|`timestep` |number |Number of seconds expected to pass for each call to `FAudio_Update()`. This is usually `1/fps` |
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|`timestep` |number |Number of seconds expected to pass for each call to `FAudio_Update()`. This is usually `1/fps` |
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!> `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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!> `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
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## `~_StaticSound_CreateSoundInstance()`
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## `~_StaticSound_CreateSoundInstance(staticSoundID)`
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**Returns:** Number, a **sound instance ID**
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**Returns:** Number, a **sound instance ID**
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|Argument |Datatype|Description |
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|Argument |Datatype|Description |
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|---------------|--------|-------------------------------------------------------------------------|
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|---------------|--------|-------------------------------------------------------------------------|
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|`staticSoundID`|number |Static sound to instantiate, as created by `FAudio_StaticSound_LoadWav()`|
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|`staticSoundID`|number |Static sound to instantiate, as created by `FAudio_StaticSound_LoadWAV()`|
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Creates a sound instance that can be manipulated individually. Please see the [Sound Instances](Functions-(Sound-Instances)) page for commands specific to sound instances.
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Creates a sound instance that can be manipulated individually. Please see the [Sound Instances](Functions-(Sound-Instances)) page for commands specific to sound instances.
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@ -40,16 +40,19 @@ Frees memory associated with the given static sound.
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## `~_StreamingSound_LoadOGG(filePath)`
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## `~_StreamingSound_LoadOGG(filePath, bufferSizeInBytes)`
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**Returns:** Number, a **sound instance ID**
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**Returns:** Number, a **sound instance ID**
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|Argument |Datatype|Description |
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|Argument |Datatype|Description |
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|----------|--------|------------------------------------------------------|
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|-------------------|--------|-----------------------------------------------------------|
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|`filePath`|string |Path to the audio file to stream |
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|`filePath` |string |Path to the audio file to stream |
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|`bufferSizeInBytes`|number |Stream buffer size, passing 0 will pick a sensible default.|
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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.
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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.
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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.
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?> 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).
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?> 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).
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!> It is not recommended to try to stream the same .ogg file twice at the same time.
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!> 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
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## `~_SoundInstance_Set3DOrientation(soundInstanceID, xFront, yFront, zFront, xTop, yTop, zTop)`
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**Returns:** N/A (`undefined`)
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|Argument |Datatype|Description |
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|-----------------|--------|-----------------------------------------------------------------|
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|`soundInstanceID`|number |Sound instance to target |
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|`xFront` |number |x-component of the front orientation vector of the sound instance|
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|`yFront` |number |y-component of the front orientation vector of the sound instance|
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|`zFront` |number |z-component of the front orientation vector of the sound instance|
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|`xTop` |number |x-component of the top orientation vector of the sound instance |
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|`yTop` |number |y-component of the top orientation vector of the sound instance |
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|`zTop` |number |z-component of the top orientation vector of the sound instance |
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Sets the 3D orientation of the sound instance expressed as front and top vectors.
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## `~_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)`
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## `~_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)`
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**Returns:** N/A (`undefined`)
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**Returns:** N/A (`undefined`)
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@ -217,6 +235,19 @@ Sets a band-pass filter on a sound instance, cutting out frequencies above and b
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## `~_SoundInstance_QueueSoundInstance(soundInstanceID, queueSoundInstanceID)`
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**Returns:** N/A (`undefined`)
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|Argument |Datatype|Description |
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|----------------------|--------|--------------------------------------------------------------------------|
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|`soundInstanceID` |number |Sound instance to target |
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|`queueSoundInstanceID`|number |Sound instance to queue |
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Queues a `queueSoundInstanceID` sound instance to play after the `soundInstanceID`.
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## `~_SoundInstance_GetPitch(soundInstanceID)`
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## `~_SoundInstance_GetPitch(soundInstanceID)`
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**Returns:** Number, the pitch of the sound instance, with `1` being no pitch shift
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**Returns:** Number, the pitch of the sound instance, with `1` being no pitch shift
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