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author | 最萌小汐 <sumneko@hotmail.com> | 2021-07-20 19:19:39 +0800 |
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committer | 最萌小汐 <sumneko@hotmail.com> | 2021-07-20 19:19:39 +0800 |
commit | 8e3de6b5653ea7087a248b3eb2a4aea6067688b5 (patch) | |
tree | e99d12883c1fced1a3fb67f2039ac0475dacb79d /meta/3rd/love2d/library/love.audio.lua | |
parent | 9de98dc808dc01fbef9e4abfe60d2d76f7691c13 (diff) | |
download | lua-language-server-8e3de6b5653ea7087a248b3eb2a4aea6067688b5.zip |
update
Diffstat (limited to 'meta/3rd/love2d/library/love.audio.lua')
-rw-r--r-- | meta/3rd/love2d/library/love.audio.lua | 168 |
1 files changed, 141 insertions, 27 deletions
diff --git a/meta/3rd/love2d/library/love.audio.lua b/meta/3rd/love2d/library/love.audio.lua index bff10a8e..c7d1b717 100644 --- a/meta/3rd/love2d/library/love.audio.lua +++ b/meta/3rd/love2d/library/love.audio.lua @@ -1,5 +1,6 @@ ---@meta +-- version: nil ---@class love.audio love.audio = {} @@ -188,6 +189,9 @@ function love.audio.setVolume(volume) end --- function love.audio.stop() end +--- +---Represents an audio input device capable of recording sounds. +--- ---@class love.RecordingDevice: love.Object local RecordingDevice = {} @@ -251,6 +255,13 @@ function RecordingDevice:start(samplecount, samplerate, bitdepth, channels) end ---@return love.SoundData data # The sound data currently in the device's buffer, or nil if the device wasn't recording. function RecordingDevice:stop() end +--- +---A Source represents audio you can play back. +--- +---You can do interesting things with Sources, like set the volume, pitch, and its position relative to the listener. Please note that positional audio only works for mono (i.e. non-stereo) sources. +--- +---The Source controls (play/pause/stop) act according to the following state table. +--- ---@class love.Source: love.Object local Source = {} @@ -531,41 +542,144 @@ function Source:stop() end ---@return number position # The currently playing position of the Source. function Source:tell(unit) end +--- +---The different distance models. +--- +---Extended information can be found in the chapter "3.4. Attenuation By Distance" of the OpenAL 1.1 specification. +--- ---@class love.DistanceModel ----@field none integer # Sources do not get attenuated. ----@field inverse integer # Inverse distance attenuation. ----@field inverseclamped integer # Inverse distance attenuation. Gain is clamped. In version 0.9.2 and older this is named '''inverse clamped'''. ----@field linear integer # Linear attenuation. ----@field linearclamped integer # Linear attenuation. Gain is clamped. In version 0.9.2 and older this is named '''linear clamped'''. ----@field exponent integer # Exponential attenuation. ----@field exponentclamped integer # Exponential attenuation. Gain is clamped. In version 0.9.2 and older this is named '''exponent clamped'''. +--- +---Sources do not get attenuated. +--- +---@field none integer +--- +---Inverse distance attenuation. +--- +---@field inverse integer +--- +---Inverse distance attenuation. Gain is clamped. In version 0.9.2 and older this is named '''inverse clamped'''. +--- +---@field inverseclamped integer +--- +---Linear attenuation. +--- +---@field linear integer +--- +---Linear attenuation. Gain is clamped. In version 0.9.2 and older this is named '''linear clamped'''. +--- +---@field linearclamped integer +--- +---Exponential attenuation. +--- +---@field exponent integer +--- +---Exponential attenuation. Gain is clamped. In version 0.9.2 and older this is named '''exponent clamped'''. +--- +---@field exponentclamped integer +--- +---The different types of effects supported by love.audio.setEffect. +--- ---@class love.EffectType ----@field chorus integer # Plays multiple copies of the sound with slight pitch and time variation. Used to make sounds sound "fuller" or "thicker". ----@field compressor integer # Decreases the dynamic range of the sound, making the loud and quiet parts closer in volume, producing a more uniform amplitude throughout time. ----@field distortion integer # Alters the sound by amplifying it until it clips, shearing off parts of the signal, leading to a compressed and distorted sound. ----@field echo integer # Decaying feedback based effect, on the order of seconds. Also known as delay; causes the sound to repeat at regular intervals at a decreasing volume. ----@field equalizer integer # Adjust the frequency components of the sound using a 4-band (low-shelf, two band-pass and a high-shelf) equalizer. ----@field flanger integer # Plays two copies of the sound; while varying the phase, or equivalently delaying one of them, by amounts on the order of milliseconds, resulting in phasing sounds. ----@field reverb integer # Decaying feedback based effect, on the order of milliseconds. Used to simulate the reflection off of the surroundings. ----@field ringmodulator integer # An implementation of amplitude modulation; multiplies the source signal with a simple waveform, to produce either volume changes, or inharmonic overtones. +--- +---Plays multiple copies of the sound with slight pitch and time variation. Used to make sounds sound "fuller" or "thicker". +--- +---@field chorus integer +--- +---Decreases the dynamic range of the sound, making the loud and quiet parts closer in volume, producing a more uniform amplitude throughout time. +--- +---@field compressor integer +--- +---Alters the sound by amplifying it until it clips, shearing off parts of the signal, leading to a compressed and distorted sound. +--- +---@field distortion integer +--- +---Decaying feedback based effect, on the order of seconds. Also known as delay; causes the sound to repeat at regular intervals at a decreasing volume. +--- +---@field echo integer +--- +---Adjust the frequency components of the sound using a 4-band (low-shelf, two band-pass and a high-shelf) equalizer. +--- +---@field equalizer integer +--- +---Plays two copies of the sound; while varying the phase, or equivalently delaying one of them, by amounts on the order of milliseconds, resulting in phasing sounds. +--- +---@field flanger integer +--- +---Decaying feedback based effect, on the order of milliseconds. Used to simulate the reflection off of the surroundings. +--- +---@field reverb integer +--- +---An implementation of amplitude modulation; multiplies the source signal with a simple waveform, to produce either volume changes, or inharmonic overtones. +--- +---@field ringmodulator integer +--- +---The different types of waveforms that can be used with the '''ringmodulator''' EffectType. +--- ---@class love.EffectWaveform ----@field sawtooth integer # A sawtooth wave, also known as a ramp wave. Named for its linear rise, and (near-)instantaneous fall along time. ----@field sine integer # A sine wave. Follows a trigonometric sine function. ----@field square integer # A square wave. Switches between high and low states (near-)instantaneously. ----@field triangle integer # A triangle wave. Follows a linear rise and fall that repeats periodically. +--- +---A sawtooth wave, also known as a ramp wave. Named for its linear rise, and (near-)instantaneous fall along time. +--- +---@field sawtooth integer +--- +---A sine wave. Follows a trigonometric sine function. +--- +---@field sine integer +--- +---A square wave. Switches between high and low states (near-)instantaneously. +--- +---@field square integer +--- +---A triangle wave. Follows a linear rise and fall that repeats periodically. +--- +---@field triangle integer +--- +---Types of filters for Sources. +--- ---@class love.FilterType ----@field lowpass integer # Low-pass filter. High frequency sounds are attenuated. ----@field highpass integer # High-pass filter. Low frequency sounds are attenuated. ----@field bandpass integer # Band-pass filter. Both high and low frequency sounds are attenuated based on the given parameters. +--- +---Low-pass filter. High frequency sounds are attenuated. +--- +---@field lowpass integer +--- +---High-pass filter. Low frequency sounds are attenuated. +--- +---@field highpass integer +--- +---Band-pass filter. Both high and low frequency sounds are attenuated based on the given parameters. +--- +---@field bandpass integer +--- +---Types of audio sources. +--- +---A good rule of thumb is to use stream for music files and static for all short sound effects. Basically, you want to avoid loading large files into memory at once. +--- ---@class love.SourceType ----@field static integer # The whole audio is decoded. ----@field stream integer # The audio is decoded in chunks when needed. ----@field queue integer # The audio must be manually queued by the user. +--- +---The whole audio is decoded. +--- +---@field static integer +--- +---The audio is decoded in chunks when needed. +--- +---@field stream integer +--- +---The audio must be manually queued by the user. +--- +---@field queue integer +--- +---Units that represent time. +--- ---@class love.TimeUnit ----@field seconds integer # Regular seconds. ----@field samples integer # Audio samples. +--- +---Regular seconds. +--- +---@field seconds integer +--- +---Audio samples. +--- +---@field samples integer |