From 6ef79855aba23caf41f55b9928e6486e68f93f24 Mon Sep 17 00:00:00 2001 From: cosmonaut Date: Mon, 8 Nov 2021 08:45:24 -0800 Subject: [PATCH] remove unused loop argument from sound instance wrapper --- .../FAudioGMS_Scripts/FAudioGMS_Scripts.gml | 106 +++++++++--------- 1 file changed, 53 insertions(+), 53 deletions(-) diff --git a/gamemaker/scripts/FAudioGMS_Scripts/FAudioGMS_Scripts.gml b/gamemaker/scripts/FAudioGMS_Scripts/FAudioGMS_Scripts.gml index 9799244..df7f48a 100644 --- a/gamemaker/scripts/FAudioGMS_Scripts/FAudioGMS_Scripts.gml +++ b/gamemaker/scripts/FAudioGMS_Scripts/FAudioGMS_Scripts.gml @@ -18,7 +18,7 @@ function LoadStaticSound(filename) function StaticSound(_staticSoundID) constructor { staticSoundID = _staticSoundID; - + // Create a sound instance from this static sound. static CreateSoundInstance = function() { @@ -26,7 +26,7 @@ function StaticSound(_staticSoundID) constructor var instance = new SoundInstance(instanceID); return instance; } - + // Plays and returns a sound instance! // MUST be destroyed when you aren't referencing it any more or you will leak memory! static Play = function(pan = 0, pitch = 1, volume = 1, loop = false, loopStartInMilliseconds = 0, loopEndInMilliseconds = 0) @@ -44,7 +44,7 @@ function StaticSound(_staticSoundID) constructor instance.Play(); return instance; } - + // Automatically destroys the SoundInstance when playback is finished. // Does NOT return an instance! static PlayOneOff = function(pan = 0, pitch = 1, volume = 1) @@ -52,8 +52,8 @@ function StaticSound(_staticSoundID) constructor var instance = Play(pan, pitch, volume, false); instance.DestroyWhenFinished(); } - - // Plays and returns a sound instance! + + // Plays and returns a sound instance! // MUST be destroyed when you aren't referencing it any more or you will leak memory! static PlaySpatial = function(xPosition, yPosition, zPosition, pitch = 1, volume = 1, loop = false) { @@ -66,7 +66,7 @@ function StaticSound(_staticSoundID) constructor instance.Play(loop); return instance; } - + // Automatically destroys the SoundInstance when playback is finished. // Does NOT return an instance! static PlaySpatialOneOff = function(xPosition, yPosition, zPosition, pitch = 1, volume = 1) @@ -80,7 +80,7 @@ function StaticSound(_staticSoundID) constructor // If you call this while there are still instances of the StaticSound, you are going to have a bad time. static Destroy = function() { - FAudioGMS_StaticSound_Destroy(staticSoundID); + FAudioGMS_StaticSound_Destroy(staticSoundID); } } @@ -100,54 +100,54 @@ function SoundInstance(_soundInstanceID) constructor soundInstanceID = _soundInstanceID; // Plays the sound or resumes from pause. - static Play = function(loop = false) + static Play = function() { - FAudioGMS_SoundInstance_Play(soundInstanceID); + FAudioGMS_SoundInstance_Play(soundInstanceID); } - + // Pauses playback. static Pause = function() { FAudioGMS_SoundInstance_Pause(soundInstanceID); } - + // Stops playback completely. If Play is called it will resume from the beginning of the sound. static Stop = function() { - FAudioGMS_SoundInstance_Stop(soundInstanceID); + FAudioGMS_SoundInstance_Stop(soundInstanceID); } - + // Sets the 3-dimensional position of the sound. You probably want to use SetListenerPosition too. static Set3DPosition = function(xPosition, yPosition, zPosition) { - FAudioGMS_SoundInstance_Set3DPosition(soundInstanceID, xPosition, yPosition, zPosition); + FAudioGMS_SoundInstance_Set3DPosition(soundInstanceID, xPosition, yPosition, zPosition); } - + // Sets the 3-dimensional velocity of the sound. You probably want to use SetListenerVelocity too. static Set3DVelocity = function(xVelocity, yVelocity, zVelocity) { - FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity); + FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity); } - + // Sets whether the sound instance loops (true) or does not (false). static SetLoop = function(loop) { - FAudioGMS_SoundInstance_SetLoop(soundInstanceID, loop); + FAudioGMS_SoundInstance_SetLoop(soundInstanceID, loop); } - + // Sets the panning value of the sound. -1 is farthest left, 1 is farthest right, 0 is center. // NOTE: This is ignored if you have called Set3DPosition. static SetPan = function(pan) { - FAudioGMS_SoundInstance_SetPan(soundInstanceID, pan); + FAudioGMS_SoundInstance_SetPan(soundInstanceID, pan); } - + // Sets the pitch of the sound. Default is 1. Lower than 1 is pitched down, higher than 1 is pitched up. static SetPitch = function(pitch) { - FAudioGMS_SoundInstance_SetPitch(soundInstanceID, pitch); + FAudioGMS_SoundInstance_SetPitch(soundInstanceID, pitch); } - + // Sets the volume of the sound. Default is 1. Lower than 1 is quieter, greater than 1 is louder. // If you set the milliseconds value then this will fade over time. static SetVolume = function(volume, milliseconds = 0) @@ -158,22 +158,22 @@ function SoundInstance(_soundInstanceID) constructor } else { - FAudioGMS_SoundInstance_SetVolume(soundInstanceID, volume); + FAudioGMS_SoundInstance_SetVolume(soundInstanceID, volume); } } - - // Sets the position of track playback. + + // Sets the position of track playback. static SetTrackPosition = function(seconds) { FAudioGMS_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, seconds); } - + // Sets the playback region for the sound instance. static SetPlayRegion = function(loopStartInMilliseconds, loopEndInMilliseconds) { - FAudioGMS_SoundInstance_SetPlayRegion(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds); + FAudioGMS_SoundInstance_SetPlayRegion(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds); } - + // Sets a low pass filter on the sound. // frequency: 0.0 <-> 1.0. 1.0 means all sound gets through. // Q: set this to 1 unless you know what you're doing @@ -181,7 +181,7 @@ function SoundInstance(_soundInstanceID) constructor { FAudioGMS_SoundInstance_SetLowPassFilter(soundInstanceID, frequency, Q); } - + // Sets a high pass filter on the sound. // frequency: 0.0 <-> 1.0. 0.0 means all sound gets through. // Q: set this to 1 unless you know what you're doing @@ -189,7 +189,7 @@ function SoundInstance(_soundInstanceID) constructor { FAudioGMS_SoundInstance_SetHighPassFilter(soundInstanceID, frequency, Q); } - + // Sets a band pass filter ont he sound. // frequency: 0.0 <-> 1.0 // Q: set this to 1 unless you know what you're doing @@ -197,7 +197,7 @@ function SoundInstance(_soundInstanceID) constructor { FAudioGMS_SoundInstance_SetBandPassFilter(soundInstanceID, frequency, Q); } - + // Sets an effect chain on the sound. // Gain is how much the effect chain "affects" the sound. 1.0 is max. // NOTE: Any changes to the effect chain will NOT apply automatically after this is set! @@ -206,58 +206,58 @@ function SoundInstance(_soundInstanceID) constructor { FAudioGMS_SoundInstance_SetEffectChain(soundInstanceID, effectChain.effectChainID, gain); } - + // Sets the effect gain of the current effect chain. // Does nothing if no effect chain is set. static SetEffectGain = function(gain) { FAudioGMS_SoundInstance_SetEffectGain(soundInstanceID, gain); } - + static QueueSoundInstance = function(queueSoundInstance) { FAudioGMS_SoundInstance_QueueSoundInstance(soundInstanceID, queueSoundInstance.soundInstanceID); } - + // Gets the pitch of the sound. static GetPitch = function() { - return FAudioGMS_SoundInstance_GetPitch(soundInstanceID); + return FAudioGMS_SoundInstance_GetPitch(soundInstanceID); } - + // Gets the volume of the sound. static GetVolume = function() { - return FAudioGMS_SoundInstance_GetVolume(soundInstanceID); + return FAudioGMS_SoundInstance_GetVolume(soundInstanceID); } - + // Gets the total length of the track. static GetTrackLengthInSeconds = function() { - return FAudioGMS_SoundInstance_GetTrackLengthInSeconds(soundInstanceID); + return FAudioGMS_SoundInstance_GetTrackLengthInSeconds(soundInstanceID); } - + // Gets the current track position. static GetTrackPositionInSeconds = function() { return FAudioGMS_SoundInstance_GetTrackPositionInSeconds(soundInstanceID); } - + // Destroys the FAudioGMS sound instance. // If you use the SoundInstance after calling this you are going to have a bad time. static Destroy = function() { - FAudioGMS_SoundInstance_Destroy(soundInstanceID); + FAudioGMS_SoundInstance_Destroy(soundInstanceID); } - + // Sets the FAudioGMS sound instance to destroy itself when playback is done. // Calling this on a looping sound is not a good idea. // If you use the SoundInstance after calling this you might have a bad time. static DestroyWhenFinished = function() { - FAudioGMS_SoundInstance_DestroyWhenFinished(soundInstanceID); + FAudioGMS_SoundInstance_DestroyWhenFinished(soundInstanceID); } - + SetPan(0); SetPitch(1); SetVolume(1); @@ -268,7 +268,7 @@ function SoundInstance(_soundInstanceID) constructor function EffectChain() constructor { effectChainID = FAudioGMS_EffectChain_Create(); - + // Adds a reverb effect to the effect chain. static AddReverb = function( wetDryMix, @@ -304,7 +304,7 @@ function EffectChain() constructor roomSize ); } - + // Adds a default reverb effect to the effect chain. // This is a good place to start if you don't know what all the reverb params do. static AddDefaultReverb = function() @@ -327,12 +327,12 @@ function EffectChain() constructor 100 ); } - + // Destroys the FAudioGMS effect chain. // If you use the EffectChain after calling this you are going to have a bad time. static Destroy = function() { - FAudioGMS_EffectChain_Destroy(effectChainID); + FAudioGMS_EffectChain_Destroy(effectChainID); } } @@ -345,11 +345,11 @@ function SetListenerPosition(xPosition, yPosition, zPosition) // Sets the velocity of the listener for 3D audio. function SetListenerVelocity(xVelocity, yVelocity, zVelocity) { - FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity); + FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity); } -// Stops all audio playback. +// Stops all audio playback. function StopAllAudio() { - FAudioGMS_StopAll(); + FAudioGMS_StopAll(); }