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    Interface ISoundEmitter

    A sound emitter allows to bind an audio clip to an entity which is moving on a screen. Playing a sound from the emitter will pan it or set the volume (both can be turned off) to sound like it coming from the same location the entity is in. You can also assign the emitter to automatically play the sound on specific animation frames (so it's a perfect fit for footsteps, for example).

    Inherited Members
    ISoundPlayer.Play(Boolean, ISoundProperties)
    ISoundPlayer.Play(Single, Boolean)
    ISoundPlayer.PlayAndWait(ISoundProperties)
    ISoundPlayer.PlayAndWait(Single)
    ISoundPlayer.IsPlaying
    ISoundPlayer.CurrentlyPlayingSounds
    ISoundPlayer.OnSoundStarted
    ISoundPlayer.OnSoundCompleted
    Namespace: AGS.API
    Assembly: AGS.API.dll
    Syntax
    public interface ISoundEmitter : ISoundPlayer
    Examples
    var footstep = await game.Factory.Sound.LoadAudioClipAsync("Sounds/footstep.ogg");
    ISoundEmitter emitter = new AGSSoundEmitter(game);
    emitter.AudioClip = footstep;
    emitter.Object = cHero;
    emitter.Assign(cHero.Outfit[AGSOutfit.Walk], 1, 5); //will play the footstep on frames 1 and 5 of the walking animation

    Properties

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    AudioClip

    Gets or sets the audio clip that is bound to the emitter.

    Declaration
    IAudioClip AudioClip { get; set; }
    Property Value
    Type Description
    IAudioClip

    The audio clip.

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    AutoAdjustVolume

    Gets or sets a value indicating whether this ISoundEmitter auto adjusts volume when the bound entity is standing on a volume changing area. This is on by default.

    Declaration
    bool AutoAdjustVolume { get; set; }
    Property Value
    Type Description
    System.Boolean

    true if auto adjust volume; otherwise, false.

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    AutoPan

    Gets or sets a value indicating whether this ISoundEmitter auto pans the sound based on the location (panning is the act of distributing the sound across left/right speakers to make the sound appear more to the left/right). This is on by default.

    Declaration
    bool AutoPan { get; set; }
    Property Value
    Type Description
    System.Boolean

    true if auto pan; otherwise, false.

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    EntityID

    Gets or sets the entity identifier. This is used by the emitter to check if the entity is in a volume altering area, to change the volume of the sound accordingly. You can set the Object property instead a short-hand convience.

    Declaration
    string EntityID { get; set; }
    Property Value
    Type Description
    System.String

    The entity identifier.

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    HasRoom

    Gets or sets the room component, for the emitter to not play the sound if the entity is not in currently rendered room. You can set the Object property instead a short-hand convience.

    Declaration
    IHasRoomComponent HasRoom { get; set; }
    Property Value
    Type Description
    IHasRoomComponent

    The has room.

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    Object

    Sets the object which is bound to the emitter. This is a short-hand to set the translate, room and entity id components.

    Declaration
    IObject Object { set; }
    Property Value
    Type Description
    IObject

    The object.

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    WorldPosition

    Gets or sets the world position component (for binding to location). You can set the Object property instead a short-hand convience.

    Declaration
    IWorldPositionComponent WorldPosition { get; set; }
    Property Value
    Type Description
    IWorldPositionComponent

    The translate.

    Methods

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    Assign(IAnimation, Int32[])

    Assign the specified animation frames to play the sound whenever the frames are showing.

    Declaration
    void Assign(IAnimation animation, params int[] frames)
    Parameters
    Type Name Description
    IAnimation animation

    The animation.

    System.Int32[] frames

    The frame numbers (where 0 is the first frame).

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    Assign(IAnimationFrame[])

    Assign the specified animation frames to play the sound whenever the frames are showing.

    Declaration
    void Assign(params IAnimationFrame[] frames)
    Parameters
    Type Name Description
    IAnimationFrame[] frames

    Frames.

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    Assign(IDirectionalAnimation, Int32[])

    Assign the specified animation frames (in all directions) to play the sound whenever the frames are showing. This assumes all animations in all directions have matching frames, otherwise use the more specific overloads.

    Declaration
    void Assign(IDirectionalAnimation animation, params int[] frames)
    Parameters
    Type Name Description
    IDirectionalAnimation animation

    The animation.

    System.Int32[] frames

    The frame numbers (where 0 is the first frame).

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