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authorCppCXY <812125110@qq.com>2024-02-22 20:29:13 +0800
committerCppCXY <812125110@qq.com>2024-02-22 20:29:13 +0800
commit9b6df71d97a70ee7179949ef9f15368cbf29dcbd (patch)
treebf7a7e62ed7c164a12bdce437c17262a5235bcec /meta/3rd/Defold/library/sound.lua
parent483fe246b6ae8c25d433aa15e43f04f0e71a74d5 (diff)
parent3e6fd3ce1f2f0528336ded939d776a29bbfaf2eb (diff)
downloadlua-language-server-9b6df71d97a70ee7179949ef9f15368cbf29dcbd.zip
Merge branch 'master' of github.com:CppCXY/lua-language-server
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diff --git a/meta/3rd/Defold/library/sound.lua b/meta/3rd/Defold/library/sound.lua
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----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 \ No newline at end of file