Seek
SetRoomLocation
Stop (audio channel)
ID property (audio channel)
IsPlaying property
LengthMs property
Panning property
PlayingClip property
Position property
PositionMs property
Volume property (audio
channel)
AudioChannel.Seek(int position)Seeks the audio clip that is currently playing on this channel to position.
What position represents depends on the FileType of the audio clip:
Example:
AudioChannel *channel = aExplosion.Play(); Wait(40); channel.Seek(0);will start playing the aExplosion audio clip, wait for a second, then seek it back to the start.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioChannel.Position
AudioChannel.SetRoomLocation(int x, int y)Sets the currently playing audio to be a directional sound, eminating from (x,y).
The volume of the channel will be dynamically adjusted depending on how close the player character is to the co-ordinates. Therefore, as the player walks closer the volume will increase, and as they walk away the volume will decrease.
The channel's Volume setting sets the maximum possible volume when the player is standing on the specified co-ordinates.
Pass the co-ordinates as (0,0) to remove the directional effect and return this channel to playing at its normal volume.
Example:
AudioChannel *channel = aMachine.Play(); channel.SetRoomLocation(oMachine.X, oMachine.Y);will start playing the aMachine audio clip, and set it at the location of the oMachine room object.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioChannel.Volume
AudioChannel.Stop()Stops the sound that is currently playing on this audio channel.
Example:
AudioChannel *channel = aExplosion.Play(); Wait(40); channel.Stop();will start playing the aExplosion audio clip, wait for a second, then stop it.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: Game.StopAudio
readonly int AudioChannel.IDGets the Channel ID of this audio channel. You will not normally need to use this, but it can be used for inter-operating with legacy commands such as StopChannel.
Example:
AudioChannel *channel = aExplosion.Play(); Display("Explosion playing on channel %d", channel.ID);will start playing the aExplosion audio clip, and display which channel it is playing on.
Compatibility: Supported by AGS 3.2.0 and later versions.
readonly bool AudioChannel.IsPlayingGets whether this audio channel is currently playing a sound. Returns true if it is, or false if it is not.
Example:
AudioChannel *channel = aExplosion.Play(); while (channel.IsPlaying) Wait(1); Display("Finished playing the explosion");will start playing the aExplosion audio clip, and wait until it finishes.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioClip.Play
readonly int AudioChannel.LengthMsGets the length of the audio playing on this channel, in milliseconds.
This is supported by all file types, but with MIDI music it is only accurate to the nearest second.
If this channel is not currently playing any audio, returns 0.
Example:
AudioChannel *channel = aExplosion.Play(); Display("The Explosion sound is %d ms long.", channel.LengthMs);will start playing the aExplosion audio clip, then display its length.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioChannel.PositionMs
int AudioChannel.PanningGets/sets the panning of this audio channel.
Panning allows you to adjust the stereo balance of the audio. The default is 0, which is centred and will play at the same volume on both speakers. However you can adjust this between -100 (fully left) to 100 (fully right) to adjust the balance between the speakers.
NOTE: MIDI music files do not support panning.
Example:
AudioChannel *channel = aExplosion.Play(); channel.Panning = -100;will start playing the aExplosion audio clip on the left speaker only.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioClip.Play
readonly AudioClip* AudioChannel.PlayingClipGets the audio clip that is playing on this channel. This allows you to find out the type of the clip, and other information.
Returns null if there is no sound currently playing on this channel.
Example:
AudioChannel *channel = System.AudioChannels[2]; if (channel.PlayingClip == null) { Display("Nothing is playing on channel 2"); } else { Display("Channel 2 is playing a clip of type %d", channel.PlayingClip.Type); }will display what is currently playing on audio channel 2.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioClip.Play, System.AudioChannels
readonly int AudioChannel.PositionGets the current position of the audio playing on this channel.
What position represents depends on the FileType of the audio clip:
This property is read-only. If you want to change the current playback position within the audio file, use the AudioChannel.Seek function.
Example:
AudioChannel *channel = aExplosion.Play(); Wait(40); channel.Seek(channel.Position + 1000);will start playing the aExplosion audio clip, wait for a second, then seek it ahead one second (if it is OGG/MP3/WAV).
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioChannel.PositionMs, AudioChannel.Seek
readonly int AudioChannel.PositionMsGets the current position of the audio playing on this channel, in milliseconds.
This is supported by all file types except MIDI, and returns the current offset into the sound in milliseconds. MIDI files will always return 0.
This property is read-only. If you want to change the current playback position within the audio file, use the AudioChannel.Seek function.
Example:
AudioChannel *channel = aExplosion.Play(); Wait(40); Display("After 1 second, offset is %d ms.", channel.PositionMs);will start playing the aExplosion audio clip, wait for a second, then display its position.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: See Also: AudioChannel.LengthMs, AudioChannel.Position
int AudioChannel.VolumeGets/sets the volume of this audio channel, from 0 to 100. This allows you to dynamically adjust the volume of a playing sound.
This command adjusts the volume of this channel relative to the other channels. It is still constrained within the overall volume, set by the System.Volume property.
NOTE: This command only affects the current sound being played on the channel. When a new audio clip starts playing on this channel, the volume will be set to the DefaultVolume of the new audio clip.
NOTE: The volume returned by this property is the channel's base volume, ie. it does not include the effects of any directional audio set with SetRoomLocation, or any temporary volume drop while speech is playing.
Example:
AudioChannel *channel = aExplosion.Play(); Wait(40); channel.Volume = 20;will start playing the aExplosion audio clip, wait for a second, then reduce its volume.
Compatibility: Supported by AGS 3.2.0 and later versions.
See Also: AudioChannel.SetRoomLocation, Game.SetAudioTypeVolume, System.Volume
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