sound

The sound module provides a way to play and manage sound effects and background music

SOUND_COIN: const

Procedural coin sound preset (SFXR)

SOUND_LASER: const

Procedural laser sound preset (SFXR)

SOUND_EXPLOSION: const

Procedural explosion sound preset (SFXR)

SOUND_POWERUP: const

Procedural powerup sound preset (SFXR)

SOUND_HURT: const

Procedural hurt sound preset (SFXR)

SOUND_JUMP: const

Procedural jump sound preset (SFXR)

SOUND_BLIP: const

Procedural blip sound preset (SFXR)

static sound.play(preset[, seed])

Plays a preset procedural SFXR sound effect using a given preset and optional seed

Return type:

sound.instance

static sound.play(source[, volume = 1, pitch = 1, pan = 0, paused = false])

Plays a sound.source in 2D, returning an active sound.instance object that can be adjusted, paused/resumed and stopped

Return type:

sound.instance

static sound.play(assetKey[, volume = 1, pitch = 1, pan = 0, paused = false])

Plays a sound using an asset key in 2D, returning an active sound.instance object that can be adjusted, paused/resumed and stopped

static sound.play3d(source[, volume = 1, pitch = 1, paused = false])

Plays a sound.source in 3D, returning an active sound.instance object that can be adjusted, paused/resumed and stopped

Return type:

sound.instance

static sound.play3d(assetKey[, volume = 1, pitch = 1, paused = false])

Plays a sound using an asset key in 3D, returning an active sound.instance object that can be adjusted, paused/resumed and stopped

Return type:

sound.instance

static sound.playBackground(source[, volume = 1, pitch = 1, paused = false])

Plays a sound.source in the background (no spatialisation), returning an active sound.instance object that can be adjusted, paused/resumed and stopped

Return type:

sound.instance

static sound.playBackground(assetKey[, volume = 1, pitch = 1, paused = false])

Plays an asset.key in the background (no spatialisation), returning an active sound.instance object that can be adjusted, paused/resumed and stopped

Return type:

sound.instance

static sound.read(assetKey)

Reads a sound.source using an asset.key from the filesystem

Supported formats are - wav, ogg, mp3, flac

Return type:

sound.source

static sound.generator(table)
class sound.source

A source of sound data to be used with sound.play

volume: number

Adjusts the default volume of sounds played with this sound source

loop: boolean

Adjusts the default looping state of sounds played with this sound source

length: number [readonly]

Gets the length of this sound source (in seconds)

class sound.instance

An instance of a playing sound from sound.play and associated methods

Sound instances can be used to monitor and adjust sounds while playing

volume: number

Adjusts the volume of the sound instance

pitch: number

Adjusts the pitch of the sounds (increases/decreases play speed)

loop: boolean

The looping state of the sound instance. When set to true the sound instance will continuously loop

paused: number

Set the paused state of the sound instance

time: number

Get/set the current time of the sound instances play head (in seconds)

stop()

Stop the sound instance from playing