mirror of
https://github.com/Insality/druid
synced 2025-06-27 10:27:48 +02:00
160 lines
7.3 KiB
Lua
160 lines
7.3 KiB
Lua
--[[
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Generated with github.com/astrochili/defold-annotations
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Defold 1.8.0
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Sound API documentation
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--]]
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---@diagnostic disable: lowercase-global
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---@diagnostic disable: missing-return
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---@diagnostic disable: duplicate-doc-param
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---@diagnostic disable: duplicate-set-field
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---@class defold_api.sound
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sound = {}
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---Get mixer group gain
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--- Note that gain is in linear scale, between 0 and 1.
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---To get the dB value from the gain, use the formula 20 * log(gain).
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---Inversely, to find the linear value from a dB value, use the formula
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---10db/20.
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---@param group string|hash group name
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---@return number gain gain in linear scale
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function sound.get_group_gain(group) end
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---Get a mixer group name as a string.
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--- This function is to be used for debugging and
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---development tooling only. The function does a reverse hash lookup, which does not
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---return a proper string value when the game is built in release mode.
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---@param group string|hash group name
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---@return string name group name
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function sound.get_group_name(group) end
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---Get a table of all mixer group names (hashes).
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---@return hash[] groups table of mixer group names
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function sound.get_groups() end
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---Get peak value from mixer group.
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--- Note that gain is in linear scale, between 0 and 1.
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---To get the dB value from the gain, use the formula 20 * log(gain).
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---Inversely, to find the linear value from a dB value, use the formula
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---10db/20.
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---Also note that the returned value might be an approximation and in particular
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---the effective window might be larger than specified.
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---@param group string|hash group name
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---@param window number window length in seconds
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---@return number peak_l peak value for left channel
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---@return number peak_r peak value for right channel
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function sound.get_peak(group, window) end
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---Get RMS (Root Mean Square) value from mixer group. This value is the
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---square root of the mean (average) value of the squared function of
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---the instantaneous values.
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---For instance: for a sinewave signal with a peak gain of -1.94 dB (0.8 linear),
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---the RMS is 0.8 × 1/sqrt(2) which is about 0.566.
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--- Note the returned value might be an approximation and in particular
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---the effective window might be larger than specified.
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---@param group string|hash group name
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---@param window number window length in seconds
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---@return number rms_l RMS value for left channel
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---@return number rms_r RMS value for right channel
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function sound.get_rms(group, window) end
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---Checks if background music is playing, e.g. from iTunes.
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--- On non mobile platforms,
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---this function always return false.
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--- On Android you can only get a correct reading
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---of this state if your game is not playing any sounds itself. This is a limitation
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---in the Android SDK. If your game is playing any sounds, even with a gain of zero, this
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---function will return false.
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---The best time to call this function is:
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---In the init function of your main collection script before any sounds are triggered
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---In a window listener callback when the window.WINDOW_EVENT_FOCUS_GAINED event is received
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---Both those times will give you a correct reading of the state even when your application is
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---swapped out and in while playing sounds and it works equally well on Android and iOS.
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---@return boolean playing true if music is playing, otherwise false.
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function sound.is_music_playing() end
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---Checks if a phone call is active. If there is an active phone call all
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---other sounds will be muted until the phone call is finished.
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--- On non mobile platforms,
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---this function always return false.
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---@return boolean call_active true if there is an active phone call, false otherwise.
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function sound.is_phone_call_active() end
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---Pause all active voices
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---@param url string|hash|url the sound that should pause
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---@param pause bool true if the sound should pause
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function sound.pause(url, pause) end
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---Make the sound component play its sound. Multiple voices are supported. The limit is set to 32 voices per sound component.
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--- Note that gain is in linear scale, between 0 and 1.
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---To get the dB value from the gain, use the formula 20 * log(gain).
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---Inversely, to find the linear value from a dB value, use the formula
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---10db/20.
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--- 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.
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---@param url string|hash|url the sound that should play
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---@param play_properties { delay:number|nil, gain:number|nil, pan:number|nil, speed:number|nil }|nil
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---optional table with properties:
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---delay
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---number delay in seconds before the sound starts playing, default is 0.
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---gain
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---number sound gain between 0 and 1, default is 1. The final gain of the sound will be a combination of this gain, the group gain and the master gain.
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---pan
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---number sound pan between -1 and 1, default is 0. The final pan of the sound will be an addition of this pan and the sound pan.
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---speed
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---number sound speed where 1.0 is normal speed, 0.5 is half speed and 2.0 is double speed. The final speed of the sound will be a multiplication of this speed and the sound speed.
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---
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---@param complete_function fun(self, message_id, message, sender)|nil function to call when the sound has finished playing or stopped manually via sound.stop.
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---
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---self
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---object The current object.
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---message_id
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---hash The name of the completion message, which can be either "sound_done" if the sound has finished playing, or "sound_stopped" if it was stopped manually.
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---message
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---table Information about the completion:
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---
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---
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---number play_id - the sequential play identifier that was given by the sound.play function.
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---
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---
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---sender
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---url The invoker of the callback: the sound component.
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---
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---@return number play_id The identifier for the sound voice
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function sound.play(url, play_properties, complete_function) end
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---Set gain on all active playing voices of a sound.
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--- Note that gain is in linear scale, between 0 and 1.
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---To get the dB value from the gain, use the formula 20 * log(gain).
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---Inversely, to find the linear value from a dB value, use the formula
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---10db/20.
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---@param url string|hash|url the sound to set the gain of
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---@param gain number|nil 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.
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function sound.set_gain(url, gain) end
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---Set mixer group gain
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--- Note that gain is in linear scale, between 0 and 1.
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---To get the dB value from the gain, use the formula 20 * log(gain).
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---Inversely, to find the linear value from a dB value, use the formula
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---10db/20.
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---@param group string|hash group name
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---@param gain number gain in linear scale
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function sound.set_group_gain(group, gain) end
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---Set panning on all active playing voices of a sound.
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---The valid range is from -1.0 to 1.0, representing -45 degrees left, to +45 degrees right.
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---@param url string|hash|url the sound to set the panning value to
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---@param pan number|nil sound panning between -1.0 and 1.0
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function sound.set_pan(url, pan) end
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---Stop playing all active voices or just one voice if play_id provided
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---@param url string|hash|url the sound component that should stop
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---@param stop_properties { play_id:number }|nil
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---optional table with properties:
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---play_id
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---number the sequential play identifier that should be stopped (was given by the sound.play() function)
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---
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function sound.stop(url, stop_properties) end
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return sound |