Interface ISoundProperties
Allows to read or adjust the properties (volume, pitch, gain) of a sound/clip.
Namespace: AGS.API
Assembly: AGS.API.dll
Syntax
public interface ISoundProperties
Properties
| Improve this Doc View SourcePanning
Gets or sets the panning the sound is coming from. The valid range is -1..1 -1 will play the sound on the left speaker. 1 will play the sound on the right speaker. 0 will play the sound equally on both speakers. Values in between will be interpolated accordingly. Note: Panning can only work on Mono sounds (it will not work for Stereo sounds).
Also note that this is not necessarily the actual panning in which the sound will be played, as it might be modified by other systems To query the real volume, RealPanning.
Declaration
float Panning { get; set; }
Property Value
Type | Description |
---|---|
System.Single | The location. |
See Also
| Improve this Doc View SourcePitch
Gets or sets the pitch multiplier. The default is 1 (no pitch change). The minimum is 0.0001 (or, to be accurate, more than 0).
Note that this is not necessarily the actual pitch in which the sound will be played, as it might be modified by other systems To query the real volume, RealPitch.
Declaration
float Pitch { get; set; }
Property Value
Type | Description |
---|---|
System.Single | The pitch. |
See Also
| Improve this Doc View SourceTags
Allows adding a tag to an audio clip/sound, which can be used by the engine or the game to modify this or other sounds accordingly. For example, if the sound is tagged as "Speech", the engine has an opt-in rule (ReduceWhenSpeechAudioRule) which reduces the volume of all playing sounds that are not tagged as "Speech". Common tags, other than "Speech" might be "Music" and "Sounds", but you can be creative with your custom tags (like: "In a cave") and add rules (AudioRules) that modify the sounds based on those tags.
Declaration
IConcurrentHashSet<string> Tags { get; }
Property Value
Type | Description |
---|---|
IConcurrentHashSet<System.String> | The tags. |
Volume
Gets or sets the volume. The minimum volume is 0 (no volume). The maximum volume is 1 (also the default), though some sound cards may actually support increasing the volume.
Note that this is not necessarily the actual volume in which the sound will be played, as it might be modified by other systems (like reducing volume for background sounds when speech sound is playing). To query the real volume, RealVolume.
Declaration
float Volume { get; set; }
Property Value
Type | Description |
---|---|
System.Single | The volume. |