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Audio

Classes

sound

Methods

close

Closes an opened sound, making the sound object available to be reloaded with a new one.

bool sound::close();

Returns:

bool: true if the sound could be closed, false otherwise for example if there is no sound opened.

Example:
void main() {
	sound s;
	s.load("C:/windows/media/ding.wav");
	alert("example", s.close()); // Will display true since a sound was previously opened.
	alert("example", s.close()); // Will now display false since the previous operation freed the sound object of any attached sound.
}
load

Loads a sound file with the specified settings.

  1. bool sound::load(string filename, pack@ soundpack = null, bool allow_preloads = true);
  2. bool sound::load(sound_close_callback@ close_cb, sound_length_callback@ length_cb, sound_read_callback@ read_cb, sound_seek_callback@ seek_cb, string data, string preload_filename = "");
Arguments (1):
Arguments (2):
Returns:

bool: true if the sound was successfully loaded, false otherwise.

Remarks:

The syntax for the sound_close_callback is:

void sound_close_callback(string user_data);

The syntax for the sound_length_callback is:

uint sound_length_callback(string user_data);

The syntax for the sound_read_callback is:

int sound_read_callback(string &out buffer, uint length, string user_data);

The syntax for the sound_seek_callback is:

bool sound_seek_callback(uint offset, string user_data);

load_url

Load the specified URL.

bool sound::load_url(string url);

Arguments:
Returns:

Bool: True if the URL was successfully loaded; false otherwise.

Example:
void main() {
	sound s;
	bool success = s.load_url("https://example.com/my_sound.mp3");
	alert("Result", "The sound was " + (success == false? "not " : "") + "successfully loaded.");
}
pause

Pauses the sound.

bool sound::pause();

Returns:

bool: true if the sound was paused, false otherwise.

play

Starts playing the sound.

bool sound::play();

Returns:

bool: true if the sound was able to start playing, false otherwise.

play_looped

Starts playing the sound repeatedly.

bool sound::play_looped();

Returns:

bool: true if the sound was able to start playing, false otherwise.

play_wait

Starts playing the sound, blocking the calling thread until it's finished.

bool sound::play_wait();

Returns:

bool: true if the sound has successfully loaded and finished playing, false otherwise.

seek

Seeks to a particular point in the sound.

bool sound::seek(float ms);

Arguments:
Returns:

bool: true if the seeking was successful, false otherwise.

set_position

Sets the sound's position in 3d space.

bool sound::set_position(float listener_x, float listener_y, float listener_z, float sound_x, float sound_y, float sound_z, float rotation, float pan_step, float volume_step);

Arguments:
Returns:

bool: true if the position was successfully set, false otherwise.

stop

Stops the sound, if currently playing.

bool sound::stop();

Returns:

bool: true if the sound was successfully stopped, false otherwise.

Properties

active

Determine if the sound has successfully been loaded or not.

bool sound::active;

loaded_filename

Obtain the path of sound file that has been loaded.

string sound::loaded_filename;

paused

Determine if the sound is paused.

bool sound::paused;

playing

Determine if the sound is currently playing.

bool sound::playing;

Functions

get_sound_input_devices

Return an array of strings listing all input sound devices on the system.

string[]@ get_sound_input_devices();

Returns:

string[]@: A handle to an array listing all available input devices.

Remarks:

After listing devices with this function, you can set the sound_input_device global engine property to whatever index in the returned array contains the name of the device you want to set.

This list will always include a no sound device. If you don't want the user to be able to select it, feel free to not allow them to move their cursor to that item or not add it to your menus etc, but remember to pay attention to the index difference this may create when setting the sound_output_device property, namely just remember that setting sound_output_device = 0 will set the system to no sound, and setting the device to 1 will always be the first real device in the system, or the default device at least on windows.

Example:

void main() {
	string[]@ devices = get_sound_input_devices();
	devices.remove_at(0); // Don't allow the user to select no sound.
	alert("devices", "The following devices are installed on your system: " + join(devices, ", "));
}

get_sound_output_devices

Return an array of strings listing all output sound devices on the system.

string[]@ get_sound_output_devices();

Returns:

string[]@: A handle to an array listing all available output devices.

Remarks:

After listing devices with this function, you can set the sound_output_device global engine property to whatever index in the returned array contains the name of the device you want to set.

This list will always include a no sound device. If you don't want the user to be able to select it, feel free to not allow them to move their cursor to that item or not add it to your menus etc, but remember to pay attention to the index difference this may create when setting the sound_output_device property, namely just remember that setting sound_output_device = 0 will set the system to no sound, and setting the device to 1 will always be the first real device in the system, or the default device at least on windows.

Example:

void main() {
	string[]@ devices = get_sound_output_devices();
	devices.remove_at(0); // Don't allow the user to select no sound.
	alert("devices", "The following devices are installed on your system: " + join(devices, ", "));
}

Global Properties

sound_default_mixer

Represents the default mixer object for all your sounds to use.

mixer@ sound_default_mixer;

sound_default_pack

The default value passed to the second argument of sound::load, in other words, a handle to an open pack object that all future sounds will load from unless otherwise specified individually.

pack@ sound_default_pack = null;

sound_global_hrtf

Controls weather to use steam audio's functionality. If this property is set to false, the sound_environment class will be quite useless and sounds will use very basic panning.

bool sound_global_hrtf;

Changes take nearly instant effect from the time this property is modified.