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abstract class SF::SoundSource
inherits Reference #

Base class defining a sound's properties

SF::SoundSource is not meant to be used directly, it only serves as a common base for all audio objects that can live in the audio environment.

It defines several properties for the sound: pitch, volume, position, attenuation, etc. All of them can be changed at any time with no impact on performances.

See also: SF::Sound, SF::SoundStream

Included modules

SF::AlResource

Direct known subclasses

SF::Sound SF::SoundStream

Methods#

#attenuation : Float32 #

Get the attenuation factor of the sound

Returns: Attenuation factor of the sound

See also: attenuation=, min_distance

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#attenuation=(attenuation : Number) #

Set the attenuation factor of the sound

The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.

  • attenuation - New attenuation factor of the sound

See also: attenuation, min_distance=

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#finalize #

Destructor

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#min_distance : Float32 #

Get the minimum distance of the sound

Returns: Minimum distance of the sound

See also: min_distance=, attenuation

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#min_distance=(distance : Number) #

Set the minimum distance of the sound

The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.

  • distance - New minimum distance of the sound

See also: min_distance, attenuation=

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abstract #pause #

Pause the sound source

This function pauses the source if it was playing, otherwise (source already paused or stopped) it has no effect.

See also: play, stop

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#pitch : Float32 #

Get the pitch of the sound

Returns: Pitch of the sound

See also: pitch=

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#pitch=(pitch : Number) #

Set the pitch of the sound

The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The default value for the pitch is 1.

  • pitch - New pitch to apply to the sound

See also: pitch

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abstract #play #

Start or resume playing the sound source

This function starts the source if it was stopped, resumes it if it was paused, and restarts it from the beginning if it was already playing.

See also: pause, stop

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#position : Vector3f #

Get the 3D position of the sound in the audio scene

Returns: Position of the sound

See also: position=

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#position=(position : Vector3f) #

Set the 3D position of the sound in the audio scene

Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).

  • position - Position of the sound in the scene

See also: position

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#relative_to_listener=(relative : Bool) #

Make the sound's position relative to the listener or absolute

Making a sound relative to the listener will ensure that it will always be played the same way regardless of the position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).

  • relative - True to set the position relative, false to set it absolute

See also: relative_to_listener?

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#relative_to_listener? : Bool #

Tell whether the sound's position is relative to the listener or is absolute

Returns: True if the position is relative, false if it's absolute

See also: relative_to_listener=

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#set_position(x : Number, y : Number, z : Number) #

Set the 3D position of the sound in the audio scene

Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).

  • x - X coordinate of the position of the sound in the scene
  • y - Y coordinate of the position of the sound in the scene
  • z - Z coordinate of the position of the sound in the scene

See also: position

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#status : SoundSource::Status #

Get the current status of the sound (stopped, paused, playing)

Returns: Current status of the sound

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abstract #stop #

Stop playing the sound source

This function stops the source if it was playing or paused, and does nothing if it was already stopped. It also resets the playing position (unlike pause()).

See also: play, pause

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#volume : Float32 #

Get the volume of the sound

Returns: Volume of the sound, in the range 0..100

See also: volume=

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#volume=(volume : Number) #

Set the volume of the sound

The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.

  • volume - Volume of the sound

See also: volume

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