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Namespace sandboxe.sound


Defined in: docbase.js.

Namespace Summary
Constructor Attributes Constructor Name and Description
 
Sound and general audio utility namespace Sound within the engine is output into separate channels, each of which are assembled into a waveform sent to the system.
Method Summary
Method Attributes Method Name and Description
<static>  
sandboxe.sound.channelAddEffect(effectHandler, channel)
Adds an effect to the audio channel.
<static>  
sandboxe.sound.channelKeepAwake(channel, enable)
Sets whether to keep the channel awake.
<static>  
sandboxe.sound.channelReset(channel)
Removes all effects from a channel.
<static>  
sandboxe.sound.channelSetPanning(channel, volume)
Sets the panning for the channel.
<static>  
sandboxe.sound.channelSetVolume(channel, volume)
Sets the volume for the channel.
<static>  
sandboxe.sound.isPlaying(asset)
Returns whether the given sound file is playing.
<static>  
sandboxe.sound.playAudio(asset, channel, volume, panning)
Plays the given audio asset.
Namespace Detail
sandboxe.sound
Sound and general audio utility namespace Sound within the engine is output into separate channels, each of which are assembled into a waveform sent to the system. Each channel has its own volume, panning, and custom effect control, allowing for advanced audio control (i.e. independent volume for sound effects and background music.)
Method Detail
<static> sandboxe.sound.channelAddEffect(effectHandler, channel)
Adds an effect to the audio channel. **WARNING:** currently, effect functors are very resource intensive and may not perform well enough for most applications. Channel effects provide a mechnism to provide custom behavior to the raw audio that passes through a sound channel. See audioBuffer
Parameters:
{Function} effectHandler
The function to provde the custom effect. Its input is an audioBuffer
{Number} channel
The channel to add this effect to.

<static> sandboxe.sound.channelKeepAwake(channel, enable)
Sets whether to keep the channel awake. By default, channels will only be active if there are samples playing through it This is normally fine, execpt this means effects will stop once no samples are being processed through a channel. For something like reverberation, this would cut off meaningful information from being output. Keeping the channel awake sacrifices performance for making more quality effects.
Parameters:
{Number} channel
Channel to set the volume
{Boolean} enable
Whether to keep the channel awake. By default, no channels are kept awake.

<static> sandboxe.sound.channelReset(channel)
Removes all effects from a channel.
Parameters:
{Number} channel
Channel to reset.

<static> sandboxe.sound.channelSetPanning(channel, volume)
Sets the panning for the channel. As with all other panning input contexts, 0.f is all the way to the left, and 1.f is all the way to the left.
Parameters:
{Number} channel
Channel to set the volume
{Number} volume
Volume to set. Default is .5

<static> sandboxe.sound.channelSetVolume(channel, volume)
Sets the volume for the channel.
Parameters:
{Number} channel
Channel to set the volume
{Number} volume
Volume to set. Default is 1.0.

<static> {boolean} sandboxe.sound.isPlaying(asset)
Returns whether the given sound file is playing.
Parameters:
{asset} asset
The loaded sound file
Returns:
{boolean}

<static> {activeSound} sandboxe.sound.playAudio(asset, channel, volume, panning)
Plays the given audio asset.
Parameters:
{asset} asset
The loaded sound asset.
{Number} channel
The channel to send the audio to. Default is 0. (optional)
{Number} volume
The volume multiplier to play the audio at. Default is 1.0. (optional)
{Number} panning
The panning multiplier to play the audio with. 0 -> left audio device, 1-> right audio device. Default is .5. (optional)
Returns:
{activeSound}

Documentation generated by JsDoc Toolkit 2.4.0 on Sun Feb 03 2019 18:30:57 GMT-0500 (EST)