Sound
⚠️ IrrKlang will be replaced with a new sound library, which will make major changes to how Lime handles sound in the near future.
Function | Returns | Description |
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Sound.PlaySound2D(String path , bool loop ) |
int | Plays a 2D sound and returns the channel used |
Sound.PlaySound3D(String path , Vector3D position , bool loop ) |
int | Plays a 3D sound and returns the channel used |
Sound.PlaySound2DOnChannel(int channel , String path , bool loop ) |
Plays a 2D sound on a specific channel | |
Sound.PlaySound3DOnChannel(int channel , String path , Vector3D position , bool loop ) |
Plays a 3D sound on a specific channel | |
Sound.StopChannel(int channel ) |
Stops the sound on the specified channel | |
Sound.StopAllChannels() | Stops all currently playing sounds | |
Sound.SetChannelPaused(int channel , bool pause ) |
Pauses or resumes the channel | |
Sound.SetChannelLooped(int channel , bool loop ) |
Sets whether the channel loops | |
Sound.PreloadSound(String path ) |
Preloads the sound file into memory | |
Sound.SetListenerPosition(Vector3D position , Vector3D forward ) |
Sets 3D listener position and forward direction | |
Sound.SetChannelPosition3D(int channel , Vector3D position ) |
Sets 3D position of a sound on the channel | |
Sound.SetChannelMinimumDistance(int channel , float distance ) |
Sets minimum distance for full volume on a 3D sound | |
Sound.ClearChannelEffects(int channel ) |
Removes all effects applied to the channel | |
Sound.SetChannelEffect(int channel , int effect , bool enable , table parameters ) |
Enables/disables a sound effect, see SOUND_EFFECT.DISTORTION – { gain = float, edge = float } ECHO – { wetDry = float, feedback = float, delay = float } REVERB – { inputGain = float, reverbMix = float, reverbTime = float, frequencyRatio = float } PARAMEQ – { frequency = float, bandwidth = float, gain = float } GARGLE – { rate = float, sinusWaveForm = bool } |
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Sound.SetChannelVolume(int channel , int volume ) |
Sets the volume of the channel | |
Sound.SetChannelPitch(int channel , float pitch ) |
Sets the pitch of the sound | |
Sound.SetChannelPan(int channel , float pan ) |
Sets the stereo pan of the sound | |
Sound.GetChannelList() | Lua table | Returns { [channelID] = soundPath } |
Sound.SetChannelPlaybackSpeed(int channel , float speed ) |
Sets playback speed for the channel | |
Sound.SetChannelPlaybackPosition(int channel , int milliseconds ) |
Seeks to a position in milliseconds | |
Sound.SetChannelVelocity(int channel , Vector3D velocity ) |
Sets velocity for Doppler effect | |
Sound.SetDopplerEffectParameters(float dopplerFactor , float distanceFactor ) |
Sets Doppler effect parameters. dopplerFactor ranges 0.0–10.0 (default 1.0 ), distanceFactor defines meters per unit (default 1.0 ; use 0.3048 for feet/sec) |
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Sound.IsChannelEmpty(int channel ) |
bool | Returns true if no sound is playing on the channel |