= Audio Objects = == Sound == * '''Overview:''' * Create a new sound, and assign it to a given handle. * '''Syntax:''' * handle = new Sound (!FileName) * Example: Menu_Sound = new Sound ("audio/music/menu_track.ogg") * '''Parameters:''' * !FileName: path and filename of source audio file (WAV or OGG). * '''Returns:''' * Handle to sound file. * '''Notes:''' * = Audio Methods = == free == * '''Overview:''' * Use this command to free a created sound handle from memory, when it is no longer needed. * '''Syntax:''' * handle.free() * '''Parameters:''' * None * '''Returns:''' * None * '''Notes:''' * Sound handles are automatically freed on exit(). == loop == * '''Overview:''' * Use this command to set a certain handle to loop (repeat when it reaches the end of the track). * '''Syntax:''' * handle.loop() * '''Parameters:''' * None * '''Returns:''' * None * '''Notes:''' * == play == * '''Overview:''' * Use this command to play the sound attached to the given handle. * '''Syntax:''' * handle.play() * '''Parameters:''' * None * '''Returns:''' * None * '''Notes:''' * == setGain == * '''Overview:''' * Use this command to adjust the volume (gain) of a sound. * '''Syntax:''' * handle.!SetGain(Gain) * '''Parameters:''' * Gain: Floating between value between 0 (silent) and 1 (max volume). * '''Returns:''' * None * '''Notes:''' * = Audio Globals = == snd_disabled == * '''Overview:''' * 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. * '''Syntax:''' * !ReturnString = snd_disabled * Example: if (snd_disabled == true) * '''Parameters:''' * None * '''Returns:''' * boolean (true|false). * '''Notes:''' * == snd_disable == * '''Overview:''' * Enables/disables the playing of sounds by setting the value of snd_disabled. * '''Syntax:''' * snd_disable (boolean) * Example: snd_disable (true) // Set snd_disabled to true. * '''Parameters:''' * True to disable sound, false to enable sound. * '''Returns:''' * None. * '''Notes:''' * 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.