Interface ILoadedSound
- Namespace
- Vintagestory.API.Client
- Assembly
- VintagestoryAPI.dll
Represents a loaded game sound
public interface ILoadedSound : IDisposable
- Inherited Members
- Extension Methods
Properties
Channels
Amount of audio channels this sound has
int Channels { get; }
Property Value
HasStopped
Is the sound finished with playing? (false when only paused)
bool HasStopped { get; }
Property Value
IsDisposed
Is the sound disposed of?
bool IsDisposed { get; }
Property Value
IsFadingIn
True if the track is fading to a higher volume
bool IsFadingIn { get; }
Property Value
IsFadingOut
True if the track is fading to a lower volume
bool IsFadingOut { get; }
Property Value
IsPaused
bool IsPaused { get; }
Property Value
IsPlaying
Is sound currently playing
bool IsPlaying { get; }
Property Value
IsReady
bool IsReady { get; }
Property Value
Params
The params the sound was created with.
SoundParams Params { get; }
Property Value
PlaybackPosition
Get the current playback position or set it (in seconds)
float PlaybackPosition { get; set; }
Property Value
SoundLengthSeconds
Length of the sound in seconds
float SoundLengthSeconds { get; }
Property Value
Methods
FadeIn(float, Action<ILoadedSound>)
Causes the sound to fade in
void FadeIn(float seconds, Action<ILoadedSound> onFadedIn)
Parameters
seconds
floatonFadedIn
Action<ILoadedSound>Called when the fade in has completed. If in the meantime another FadeXXX call has been made, the method is not called
FadeOut(float, Action<ILoadedSound>)
Causes the sound to fade out
void FadeOut(float seconds, Action<ILoadedSound> onFadedOut)
Parameters
seconds
floatonFadedOut
Action<ILoadedSound>Called when the fade out has completed. If in the meantime another FadeXXX call has been made, the method is not called
FadeOutAndStop(float)
Causes the sound to fade out and stop the track
void FadeOutAndStop(float seconds)
Parameters
seconds
float
FadeTo(double, float, Action<ILoadedSound>)
Fades the sounds volumne to given value
void FadeTo(double newVolume, float duration, Action<ILoadedSound> onFaded)
Parameters
newVolume
doubleduration
floatonFaded
Action<ILoadedSound>Called when the fade has completed. If in the meantime another FadeXXX call has been made, the method is not called
HasReverbStopped(long)
bool HasReverbStopped(long elapsedMilliseconds)
Parameters
elapsedMilliseconds
long
Returns
Pause()
Pauses the sound
void Pause()
SetLooping(bool)
void SetLooping(bool on)
Parameters
on
bool
SetLowPassfiltering(float)
void SetLowPassfiltering(float value)
Parameters
value
float
SetPitch(float)
Allows you to modify the pitch of the sound. May also be called while the sound is currently playing.
void SetPitch(float val)
Parameters
val
float
SetPitchOffset(float)
Allows you to modify the pitch of the sound. May also be called while the sound is currently playing. This value is added together with the normal pitch level. This method is currently used to distort sound during low temporal stability
void SetPitchOffset(float val)
Parameters
val
float
SetPosition(float, float, float)
void SetPosition(float x, float y, float z)
Parameters
SetPosition(Vec3f)
Sets the position from where the sound is originating from
void SetPosition(Vec3f position)
Parameters
position
Vec3f
SetReverb(float)
void SetReverb(float reverbDecayTime)
Parameters
reverbDecayTime
float
SetVolume()
Sets the current volumne again. Use this to update the sounds volumne after the global sound level has changed
void SetVolume()
SetVolume(float)
Allows you to modify the volumne of the sound. May also be called while the sound is currently playing.
void SetVolume(float val)
Parameters
val
float
Start()
Starts the sound
void Start()
Stop()
Stops the sound
void Stop()
Toggle(bool)
True for Starting, False for Stopping the sound
void Toggle(bool on)
Parameters
on
bool