Difference between revisions of "SetSoundProperty"
From The Official Visionaire Studio: Adventure Game Engine Wiki
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==setSoundProperty== | ==setSoundProperty== | ||
− | <div class="command-min-version-info">Available since: <span class="command-min-version"> | + | <div class="command-min-version-info">Available since: <span class="command-min-version">v4.0</span></div> |
<div class="command-doc">Sets properties of the specified sound.</div> | <div class="command-doc">Sets properties of the specified sound.</div> | ||
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setSoundProperty(soundID, {flags=1, volume=80, balance=20} | setSoundProperty(soundID, {flags=1, volume=80, balance=20} | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− |
Revision as of 21:28, 30 September 2014
Contents
setSoundProperty
Available since: v4.0
Sets properties of the specified sound.
Lua Syntax:
setSoundProperty(soundID, {flags=1, volume = int, balance = int, loop = true|false, offset = int})
Arguments
soundID
- int - ID specifying sound where properties will be set.
Flags
vol/volume
- Set sound volume (0 ... mute, 100 ... full volume).
bal/balance
- Set sound balance (-100 ... left, 0 ... center, +100 right).
lop/loop
- If true then loop sound, otherwise play it only once.
ofs/offset
- Set the sound to a specific offset (seek) in milliseconds.
Return Values
- status
- True if properties were set successfully, false if setting properties failed.
Examples
Example 1:
local soundID = getSoundId('vispath:sounds/example.ogg')
setSoundProperty(soundID, {flags=1, volume=80, balance=20}