Sound component.
Inherited from l2df.class.Component class.
Info:
- Copyright: Atom-TM 2019
- Author: Kasai
Sound |
Table describing <sound> structure. |
Methods
-
Sound:added(obj[, kwargs])
-
Component was added to Entity event.
Adds
"sound"
key to the Entity.C table.
Parameters:
-
obj
l2df.class.entity
Entity's instance.
-
kwargs
table
Keyword arguments.
-
music
string or love.audio.Source
Path to the audio file or
userdata
with audio source.
Links a passed audio resource with this component to play background music when entity is visible and active.
(optional)
-
looping
boolean
True if component should loop the background music. False otherwise.
(default false)
-
hidden
boolean
Applies to entity's hidden state.
(default false)
-
sounds
{l2df.class.component.sound.Sound,...}
Sounds' array to be preloaded with Sound:add() function.
(optional)
-
Sound:removed(obj)
-
Component was removed from Entity event.
Removes
"sound"
key from Entity.C table.
Parameters:
-
Sound:add(obj, file[, sound_id])
-
Load and add new sound to the list.
Parameters:
-
obj
l2df.class.entity
Entity's instance.
-
file
string
Path to the sound file. Supported formats: MP3, Ogg Vorbis, WAVE.
-
sound_id
string or number
Sound's ID to be set explicitly. Assigns automatically if not passed.
(optional)
Returns:
string or number
ID of the sound. Usefull when u did not pass it explicitly.
-
Sound:play(obj, sound_id)
-
Play the previously loaded with Sound:add() function sound.
Parameters:
-
Sound:postupdate(obj)
-
Component post-update event handler.
Parameters:
-
Sound
-
Table describing <sound> structure.
Fields:
-
id
string or number
Sound's ID. Would be used by Sound:play() function
-
file
string
Path to the audio file. Supported formats: MP3, Ogg Vorbis, WAVE
-
Sound.data.music
love.audio.Source
-
Background music resource.
To access use Sound:data() function or Entity.data directly.
-
Sound.data.looping
boolean
-
Background music looping.
To access use Sound:data() function or Entity.data directly.
-
Sound.data.sounds
{number or string,...}
-
Array of sound IDs to be played at the end of the current frame.
To access use Sound:data() function or Entity.data directly.