Engine API Reference
    Preparing search index...

    Class SoundSlot

    The SoundSlot controls playback of an audio asset.

    Hierarchy (View Summary)

    Index

    Constructors

    • Create a new SoundSlot.

      Parameters

      • component: SoundComponent

        The Component that created this slot.

      • Optionalname: string = 'Untitled'

        The name of the slot. Defaults to 'Untitled'.

      • Optionaloptions: {
            asset?: number;
            autoPlay?: boolean;
            duration?: number;
            loop?: boolean;
            overlap?: boolean;
            pitch?: number;
            startTime?: number;
            volume?: number;
        } = {}

        Settings for the slot.

        • Optionalasset?: number

          The asset id of the audio asset that is going to be played by this slot.

        • OptionalautoPlay?: boolean

          If true, the slot will start playing as soon as its audio asset is loaded.

        • Optionalduration?: number

          The duration of the sound that the slot will play starting from startTime.

        • Optionalloop?: boolean

          If true, the sound will restart when it reaches the end.

        • Optionaloverlap?: boolean

          If true, then sounds played from slot will be played independently of each other. Otherwise the slot will first stop the current sound before starting the new one.

        • Optionalpitch?: number

          The relative pitch, default of 1, plays at normal pitch.

        • OptionalstartTime?: number

          The start time from which the sound will start playing.

        • Optionalvolume?: number

          The playback volume, between 0 and 1.

      Returns SoundSlot

    Properties

    instances: SoundInstance[] = []

    An array that contains all the SoundInstances currently being played by the slot.

    name: string

    The name of the slot.

    Accessors

    • get asset(): null | number

      Gets the asset id.

      Returns null | number

    • set asset(value: null | number): void

      Sets the asset id.

      Parameters

      • value: null | number

      Returns void

    • get autoPlay(): boolean

      Gets whether the slot will begin playing as soon as it is loaded.

      Returns boolean

    • set autoPlay(value: boolean): void

      Sets whether the slot will begin playing as soon as it is loaded.

      Parameters

      • value: boolean

      Returns void

    • get duration(): number

      Gets the duration of the sound that the slot will play starting from startTime.

      Returns number

    • set duration(value: number): void

      Sets the duration of the sound that the slot will play starting from startTime.

      Parameters

      • value: number

      Returns void

    • get isLoaded(): boolean

      Gets whether the asset of the slot is loaded.

      Returns boolean

    • get isPaused(): boolean

      Gets whether the slot is currently paused.

      Returns boolean

    • get isPlaying(): boolean

      Gets whether the slot is currently playing.

      Returns boolean

    • get isStopped(): boolean

      Gets whether the slot is currently stopped.

      Returns boolean

    • get loop(): boolean

      Gets whether the slot will restart when it finishes playing.

      Returns boolean

    • set loop(value: boolean): void

      Sets whether the slot will restart when it finishes playing.

      Parameters

      • value: boolean

      Returns void

    • get overlap(): boolean

      Gets whether the sounds played from this slot will be played independently of each other.

      Returns boolean

    • set overlap(value: boolean): void

      Sets whether the sounds played from this slot will be played independently of each other. Otherwise, the slot will first stop the current sound before starting the new one.

      Parameters

      • value: boolean

      Returns void

    • get pitch(): number

      Gets the pitch modifier to play the sound with.

      Returns number

    • set pitch(value: number): void

      Sets the pitch modifier to play the sound with. Must be larger than 0.01.

      Parameters

      • value: number

      Returns void

    • get startTime(): number

      Gets the start time from which the sound will start playing.

      Returns number

    • set startTime(value: number): void

      Sets the start time from which the sound will start playing.

      Parameters

      • value: number

      Returns void

    • get volume(): number

      Gets the volume modifier to play the sound with.

      Returns number

    • set volume(value: number): void

      Sets the volume modifier to play the sound with. In range 0-1.

      Parameters

      • value: number

      Returns void

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Loads the asset assigned to this slot.

      Returns void

    • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      obj.on('test', handler);

      obj.off(); // Removes all events
      obj.off('test'); // Removes all events called 'test'
      obj.off('test', handler); // Removes all handler functions, called 'test'
      obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      obj.fire('test', 1, 2); // not going to get handled
    • Pauses all sound instances. To continue playback call SoundSlot#resume.

      Returns boolean

      True if the sound instances paused successfully, false otherwise.

    • Plays a sound. If SoundSlot#overlap is true the new sound instance will be played independently of any other instances already playing. Otherwise existing sound instances will stop before playing the new sound.

      Returns SoundInstance

      The new sound instance.

    • Resumes playback of all paused sound instances.

      Returns boolean

      True if any instances were resumed.

    • Connect external Web Audio API nodes. Any sound played by this slot will automatically attach the specified nodes to the source that plays the sound. You need to pass the first node of the node graph that you created externally and the last node of that graph. The first node will be connected to the audio source and the last node will be connected to the destination of the AudioContext (e.g. speakers).

      Parameters

      • firstNode: AudioNode

        The first node that will be connected to the audio source of sound instances.

      • OptionallastNode: AudioNode

        The last node that will be connected to the destination of the AudioContext. If unspecified then the firstNode will be connected to the destination instead.

      Returns void

      const context = app.systems.sound.context;
      const analyzer = context.createAnalyzer();
      const distortion = context.createWaveShaper();
      const filter = context.createBiquadFilter();
      analyzer.connect(distortion);
      distortion.connect(filter);
      slot.setExternalNodes(analyzer, filter);
    • Stops playback of all sound instances.

      Returns boolean

      True if any instances were stopped.

    Events

    EVENT_LOAD: string = 'load'

    Fired when the sound Asset assigned to the slot is loaded. The handler is passed the loaded Sound resource.

    slot.on('load', (sound) => {
    console.log('Sound resource loaded');
    });
    EVENT_PAUSE: string = 'pause'

    Fired when a SoundInstance is paused on a slot. The handler is passed the sound instance that is paused.

    slot.on('pause', (instance) => {
    console.log('Sound instance paused');
    });
    EVENT_PLAY: string = 'play'

    Fired when a SoundInstance starts playing on a slot. The handler is passed the sound instance that started playing.

    slot.on('play', (instance) => {
    console.log('Sound instance started playing');
    });
    EVENT_RESUME: string = 'resume'

    Fired when a SoundInstance is resumed on a slot. The handler is passed the sound instance that is resumed.

    slot.on('resume', (instance) => {
    console.log('Sound instance resumed');
    });
    EVENT_STOP: string = 'stop'

    Fired when a SoundInstance is stopped on a slot. The handler is passed the sound instance that is stopped.

    slot.on('stop', (instance) => {
    console.log('Sound instance stopped');
    });