PlayOrientedSound
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(Created page with '{{AudioMethod | audio.playOrientedSound(soundFilename, gain, modulation, x, y, z, [speedX, speedY, speedZ]) | Plays an audio file with a position in space. The volume and panning...')
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(Created page with '{{AudioMethod | audio.playOrientedSound(soundFilename, gain, modulation, x, y, z, [speedX, speedY, speedZ]) | Plays an audio file with a position in space. The volume and panning...')
Newer edit →
Revision as of 12:54, 18 January 2010
audio.playOrientedSound(soundFilename, gain, modulation, x, y, z, [speedX, speedY, speedZ]) | ||
Plays an audio file with a position in space. The volume and panning is then calculated based on the setSoundListenerPosition. | ||
Parameter | Expected Type | Description |
soundFilename | A string | The name of the audio file, relative to the source folder. The name is case sensitive on Mac OS X. |
gain | A number | The power at which the sound is emitted. |
modulation | A number | How pitch shifted the sound should be. Original pitch is 1. |
x | A number | Position in space, in meters. |
y | A number | Position in space, in meters. |
z | A number | Position in space, in meters. |
speedX | A number | The speed of the sound in space, for creation of doppler effects, in meters/second. |
speedY | A number | The speed of the sound in space, for creation of doppler effects, in meters/second. |
speedZ | A number | The speed of the sound in space, for creation of doppler effects, in meters/second. |
Returns | ||
Returns nothing. |
Daisymoon Audio Lib |
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Example
audio.playOrientedSound("sfx/explosion.wav", 4, 1, bomb.x*myGameWorldResolution, bomb.y*myGameWorldResolution, 0) audio.playOrientedSound("coin.wav", 1, 0.75+math.random()*0.5, 0, 0, 0) --at center of the world, randomly pitched coins dance