Loading and Playing Sounds and Music
Architecture
The implementation of the sound system in Panda3D allows for a division of audio into two categories - Sound Effects and Music. This division is only a convenience for programmers as Panda3D allows these two audio groups to be treated individually. These differences are explained on the next page.
Basics
Loading a Sound
Loading sound is done through the Loader
class by
supplying the path to the sound file as a parameter for
loadSfx()
. Here’s an example:
base = ShowBase()
mySound = base.loader.loadSfx("path/to/sound_file.ogg")
These will return an object of the type AudioSound
. It is necessary to
put the extension in the sound filename.
Playing/Stopping a Sound
To play sounds you can do the following:
mySound.play()
To stop a sound:
mySound.stop()
Querying Sound Status
To check the status of a sound, call status()
:
status = mySound.status()
status()
returns a constant depending on the status of the
sound:
Constant |
Status |
---|---|
AudioSound.BAD |
The sound is not working properly. |
AudioSound.READY |
The sound is not currently playing and is ready to be played on command. |
AudioSound.PLAYING |
The sound is currently playing. |
Example usage of this would be to stop a sound from playing only if it’s currently playing.
if mySound.status() == mySound.PLAYING:
mySound.stop()
Setting Volume
The volume can be set between 0 and 1 and will linearly scale between these.
mySound.setVolume(0.5)
Panning a Sound
You can change the balance of a sound. The range is between -1.0 to 1.0. Hard left is -1.0 and hard right is 1.0.
mySound.setBalance(-0.5)
Note
If Panda3D is running from an interactive prompt, call
update()
after you play a sound.
base.sfxManagerList[n].update()
This is because the update()
command is called
every frame to reset a sound’s channel. In interactive mode, however,
Panda3D’s frame update is suspended and does not run automatically.