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author | CppCXY <812125110@qq.com> | 2024-02-22 20:29:13 +0800 |
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committer | CppCXY <812125110@qq.com> | 2024-02-22 20:29:13 +0800 |
commit | 9b6df71d97a70ee7179949ef9f15368cbf29dcbd (patch) | |
tree | bf7a7e62ed7c164a12bdce437c17262a5235bcec /meta/3rd/Defold/library/sound.lua | |
parent | 483fe246b6ae8c25d433aa15e43f04f0e71a74d5 (diff) | |
parent | 3e6fd3ce1f2f0528336ded939d776a29bbfaf2eb (diff) | |
download | lua-language-server-9b6df71d97a70ee7179949ef9f15368cbf29dcbd.zip |
Merge branch 'master' of github.com:CppCXY/lua-language-server
Diffstat (limited to 'meta/3rd/Defold/library/sound.lua')
m--------- | meta/3rd/Defold | 0 | ||||
-rw-r--r-- | meta/3rd/Defold/library/sound.lua | 126 |
2 files changed, 0 insertions, 126 deletions
diff --git a/meta/3rd/Defold b/meta/3rd/Defold new file mode 160000 +Subproject 05379b40fb3084d82f7270475e42da8d521c4da diff --git a/meta/3rd/Defold/library/sound.lua b/meta/3rd/Defold/library/sound.lua deleted file mode 100644 index 647de702..00000000 --- a/meta/3rd/Defold/library/sound.lua +++ /dev/null @@ -1,126 +0,0 @@ ----Sound API documentation ----Sound API documentation ----@class sound -sound = {} ----Get mixer group gain ---- Note that gain is in linear scale, between 0 and 1. ----To get the dB value from the gain, use the formula 20 * log(gain). ----Inversely, to find the linear value from a dB value, use the formula ----10db/20. ----@param group string|hash # group name ----@return number # gain in linear scale -function sound.get_group_gain(group) end - ----Get a mixer group name as a string. ---- This function is to be used for debugging and ----development tooling only. The function does a reverse hash lookup, which does not ----return a proper string value when the game is built in release mode. ----@param group string|hash # group name ----@return string # group name -function sound.get_group_name(group) end - ----Get a table of all mixer group names (hashes). ----@return table # table of mixer group names -function sound.get_groups() end - ----Get peak value from mixer group. ---- Note that gain is in linear scale, between 0 and 1. ----To get the dB value from the gain, use the formula 20 * log(gain). ----Inversely, to find the linear value from a dB value, use the formula ----10db/20. ----Also note that the returned value might be an approximation and in particular ----the effective window might be larger than specified. ----@param group string|hash # group name ----@param window number # window length in seconds ----@return number # peak value for left channel ----@return number # peak value for right channel -function sound.get_peak(group, window) end - ----Get RMS (Root Mean Square) value from mixer group. This value is the ----square root of the mean (average) value of the squared function of ----the instantaneous values. ----For instance: for a sinewave signal with a peak gain of -1.94 dB (0.8 linear), ----the RMS is 0.8 ? 1/sqrt(2) which is about 0.566. ---- Note the returned value might be an approximation and in particular ----the effective window might be larger than specified. ----@param group string|hash # group name ----@param window number # window length in seconds ----@return number # RMS value for left channel ----@return number # RMS value for right channel -function sound.get_rms(group, window) end - ----Checks if background music is playing, e.g. from iTunes. ---- On non mobile platforms, ----this function always return false. ---- On Android you can only get a correct reading ----of this state if your game is not playing any sounds itself. This is a limitation ----in the Android SDK. If your game is playing any sounds, even with a gain of zero, this ----function will return false. ----The best time to call this function is: ---- ---- ---- * In the init function of your main collection script before any sounds are triggered ---- ---- * In a window listener callback when the window.WINDOW_EVENT_FOCUS_GAINED event is received ---- ----Both those times will give you a correct reading of the state even when your application is ----swapped out and in while playing sounds and it works equally well on Android and iOS. ----@return boolean # true if music is playing, otherwise false. -function sound.is_music_playing() end - ----Checks if a phone call is active. If there is an active phone call all ----other sounds will be muted until the phone call is finished. ---- On non mobile platforms, ----this function always return false. ----@return boolean # true if there is an active phone call, false otherwise. -function sound.is_phone_call_active() end - ----Pause all active voices ----@param url string|hash|url # the sound that should pause ----@param pause bool # true if the sound should pause -function sound.pause(url, pause) end - ----Make the sound component play its sound. Multiple voices are supported. The limit is set to 32 voices per sound component. ---- Note that gain is in linear scale, between 0 and 1. ----To get the dB value from the gain, use the formula 20 * log(gain). ----Inversely, to find the linear value from a dB value, use the formula ----10db/20. ---- A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound. ----@param url string|hash|url # the sound that should play ----@param play_properties table? # ----@param complete_function (fun(self: object, message_id: hash, message: table, sender: number))? # function to call when the sound has finished playing. ----@return number # The identifier for the sound voice -function sound.play(url, play_properties, complete_function) end - ----Set gain on all active playing voices of a sound. ---- Note that gain is in linear scale, between 0 and 1. ----To get the dB value from the gain, use the formula 20 * log(gain). ----Inversely, to find the linear value from a dB value, use the formula ----10db/20. ----@param url string|hash|url # the sound to set the gain of ----@param gain number? # sound gain between 0 and 1. The final gain of the sound will be a combination of this gain, the group gain and the master gain. -function sound.set_gain(url, gain) end - ----Set mixer group gain ---- Note that gain is in linear scale, between 0 and 1. ----To get the dB value from the gain, use the formula 20 * log(gain). ----Inversely, to find the linear value from a dB value, use the formula ----10db/20. ----@param group string|hash # group name ----@param gain number # gain in linear scale -function sound.set_group_gain(group, gain) end - ----Set panning on all active playing voices of a sound. ----The valid range is from -1.0 to 1.0, representing -45 degrees left, to +45 degrees right. ----@param url string|hash|url # the sound to set the panning value to ----@param pan number? # sound panning between -1.0 and 1.0 -function sound.set_pan(url, pan) end - ----Stop playing all active voices ----@param url string|hash|url # the sound that should stop -function sound.stop(url) end - - - - -return sound
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