Changes between Initial Version and Version 1 of Exposed_Audio_Functions


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Timestamp:
Feb 23, 2008, 4:18:58 AM (16 years ago)
Author:
trac
Comment:

--

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  • Exposed_Audio_Functions

    v1 v1  
     1= Audio Objects =
     2
     3== Sound ==
     4 * '''Overview:'''
     5  * Create a new sound, and assign it to a given handle.
     6 * '''Syntax:'''
     7  * handle = new Sound (!FileName)
     8  * Example: Menu_Sound = new Sound ("audio/music/menu_track.ogg")
     9 * '''Parameters:'''
     10  * !FileName: path and filename of source audio file (WAV or OGG).
     11 * '''Returns:'''
     12  * Handle to sound file.
     13 * '''Notes:'''
     14  *
     15
     16= Audio Methods =
     17
     18== free ==
     19 * '''Overview:'''
     20  * Use this command to free a created sound handle from memory, when it is no longer needed.
     21 * '''Syntax:'''
     22  * handle.free()
     23 * '''Parameters:'''
     24  * None
     25 * '''Returns:'''
     26  * None
     27 * '''Notes:'''
     28  * Sound handles are automatically freed on exit().
     29
     30== loop ==
     31 * '''Overview:'''
     32  * Use this command to set a certain handle to loop (repeat when it reaches the end of the track).
     33 * '''Syntax:'''
     34  * handle.loop()
     35 * '''Parameters:'''
     36  * None
     37 * '''Returns:'''
     38  * None
     39 * '''Notes:'''
     40  *
     41
     42== play ==
     43 * '''Overview:'''
     44  * Use this command to play the sound attached to the given handle.
     45 * '''Syntax:'''
     46  * handle.play()
     47 * '''Parameters:'''
     48  * None
     49 * '''Returns:'''
     50  * None
     51 * '''Notes:'''
     52  *
     53
     54== setGain ==
     55 * '''Overview:'''
     56  * Use this command to adjust the volume (gain) of a sound.
     57 * '''Syntax:'''
     58  * handle.!SetGain(Gain)
     59 * '''Parameters:'''
     60  * Gain: Floating between value between 0 (silent) and 1 (max volume).
     61 * '''Returns:'''
     62  * None
     63 * '''Notes:'''
     64  *
     65
     66= Audio Globals =
     67
     68== snd_disabled ==
     69 * '''Overview:'''
     70  * Variable that stores the value of snd_disabled in the .cfg file. If it's true, no sound will play. If false, sound will play.
     71 * '''Syntax:'''
     72  * !ReturnString = snd_disabled
     73  * Example: if (snd_disabled == true)
     74 * '''Parameters:'''
     75  * None
     76 * '''Returns:'''
     77  * boolean (true|false).
     78 * '''Notes:'''
     79  *
     80
     81== snd_disable ==
     82 * '''Overview:'''
     83  * Enables/disables the playing of sounds by setting the value of snd_disabled.
     84 * '''Syntax:'''
     85  * snd_disable (boolean)
     86  * Example: snd_disable (true) // Set snd_disabled to true.
     87 * '''Parameters:'''
     88  * True to disable sound, false to enable sound.
     89 * '''Returns:'''
     90  * None.
     91 * '''Notes:'''
     92  * Documentation from the C++ implementation(snd.cpp!snd_disable): (temporarily) disable all sound output. because it causes future snd_open calls to immediately abort before they demand-initialize OpenAL, startup is sped up considerably (500..1000ms). therefore, this must be called before the first snd_open to have any effect; otherwise, the cat will already be out of the bag and we debug_warn of it. rationale: this is a quick'n dirty way of speeding up startup during development without having to change the game's sound code. can later be called to reactivate sound; all settings ever changed will be applied and subsequent sound load / play requests will work.