AudioManager

from panda3d.core import AudioManager
class AudioManager

Bases: TypedReferenceCount

Inheritance diagram

Inheritance diagram of AudioManager

SMHeuristic = 0
SMSample = 1
SMStream = 2
SM_heuristic = 0
SM_sample = 1
SM_stream = 2
SPEAKERMODE5point1 = 5
SPEAKERMODE7point1 = 6
SPEAKERMODECOUNT = 8
SPEAKERMODEMax = 7
SPEAKERMODEMono = 1
SPEAKERMODEQuad = 3
SPEAKERMODERaw = 0
SPEAKERMODEStereo = 2
SPEAKERMODESurround = 4
SPEAKERMODE_5point1 = 5
SPEAKERMODE_7point1 = 6
SPEAKERMODE_COUNT = 8
SPEAKERMODE_max = 7
SPEAKERMODE_mono = 1
SPEAKERMODE_quad = 3
SPEAKERMODE_raw = 0
SPEAKERMODE_stereo = 2
SPEAKERMODE_surround = 4
SPKBackleft = 5
SPKBackright = 6
SPKCOUNT = 9
SPKCenter = 3
SPKFrontleft = 1
SPKFrontright = 2
SPKNone = 0
SPKSideleft = 7
SPKSideright = 8
SPKSub = 4
SPK_COUNT = 9
SPK_backleft = 5
SPK_backright = 6
SPK_center = 3
SPK_frontleft = 1
SPK_frontright = 2
SPK_none = 0
SPK_sideleft = 7
SPK_sideright = 8
SPK_sub = 4
__init__(*args, **kwargs)
audio3dGetDistanceFactor()

C++ Interface: audio_3d_get_distance_factor(AudioManager self)

audio3dGetDopplerFactor()

C++ Interface: audio_3d_get_doppler_factor(AudioManager self)

audio3dGetDropOffFactor()

C++ Interface: audio_3d_get_drop_off_factor(AudioManager self)

audio3dSetDistanceFactor()

C++ Interface: audio_3d_set_distance_factor(const AudioManager self, float factor)

// Control the “relative scale that sets the distance factor” units for 3D // spacialized audio. This is a float in units-per-meter. Default value is // 1.0, which means that Panda units are understood as meters; for e.g. // feet, set 3.28. This factor is applied only to Fmod and OpenAL at the // moment.

audio3dSetDopplerFactor()

C++ Interface: audio_3d_set_doppler_factor(const AudioManager self, float factor)

// Control the presence of the Doppler effect. Default is 1.0 Exaggerated // Doppler, use >1.0 Diminshed Doppler, use <1.0

audio3dSetDropOffFactor()

C++ Interface: audio_3d_set_drop_off_factor(const AudioManager self, float factor)

// Exaggerate or diminish the effect of distance on sound. Default is 1.0 // Valid range is 0 to 10 Faster drop off, use >1.0 Slower drop off, use // <1.0

audio3dSetListenerAttributes()

C++ Interface: audio_3d_set_listener_attributes(const AudioManager self, float px, float py, float pz, float vx, float vy, float vz, float fx, float fy, float fz, float ux, float uy, float uz)

// This controls the “set of ears” that listens to 3D spacialized sound px, // py, pz are position coordinates. vx, vy, vz are a velocity vector in // UNITS PER SECOND (default: meters). fx, fy and fz are the respective // components of a unit forward-vector ux, uy and uz are the respective // components of a unit up-vector

audio_3d_get_distance_factor()

C++ Interface: audio_3d_get_distance_factor(AudioManager self)

audio_3d_get_doppler_factor()

C++ Interface: audio_3d_get_doppler_factor(AudioManager self)

audio_3d_get_drop_off_factor()

C++ Interface: audio_3d_get_drop_off_factor(AudioManager self)

audio_3d_set_distance_factor()

C++ Interface: audio_3d_set_distance_factor(const AudioManager self, float factor)

// Control the “relative scale that sets the distance factor” units for 3D // spacialized audio. This is a float in units-per-meter. Default value is // 1.0, which means that Panda units are understood as meters; for e.g. // feet, set 3.28. This factor is applied only to Fmod and OpenAL at the // moment.

audio_3d_set_doppler_factor()

C++ Interface: audio_3d_set_doppler_factor(const AudioManager self, float factor)

// Control the presence of the Doppler effect. Default is 1.0 Exaggerated // Doppler, use >1.0 Diminshed Doppler, use <1.0

audio_3d_set_drop_off_factor()

C++ Interface: audio_3d_set_drop_off_factor(const AudioManager self, float factor)

// Exaggerate or diminish the effect of distance on sound. Default is 1.0 // Valid range is 0 to 10 Faster drop off, use >1.0 Slower drop off, use // <1.0

audio_3d_set_listener_attributes()

C++ Interface: audio_3d_set_listener_attributes(const AudioManager self, float px, float py, float pz, float vx, float vy, float vz, float fx, float fy, float fz, float ux, float uy, float uz)

// This controls the “set of ears” that listens to 3D spacialized sound px, // py, pz are position coordinates. vx, vy, vz are a velocity vector in // UNITS PER SECOND (default: meters). fx, fy and fz are the respective // components of a unit forward-vector ux, uy and uz are the respective // components of a unit up-vector

clearCache()

C++ Interface: clear_cache(const AudioManager self)

clear_cache()

C++ Interface: clear_cache(const AudioManager self)

configureFilters()

C++ Interface: configure_filters(const AudioManager self, FilterProperties config)

configure_filters()

C++ Interface: configure_filters(const AudioManager self, FilterProperties config)

createAudioManager()

C++ Interface: create_AudioManager()

create_AudioManager()

C++ Interface: create_AudioManager()

dls_pathname = Filename('')
getActive()

C++ Interface: get_active(AudioManager self)

getCacheLimit()

C++ Interface: get_cache_limit(AudioManager self)

getClassType()

C++ Interface: get_class_type()

getConcurrentSoundLimit()

C++ Interface: get_concurrent_sound_limit(AudioManager self)

getDlsPathname()

C++ Interface: get_dls_pathname()

getNullSound()

C++ Interface: get_null_sound(const AudioManager self)

getSound()

C++ Interface: get_sound(const AudioManager self, MovieAudio source, bool positional, int mode)

// Get a sound:

getSpeakerSetup()

C++ Interface: get_speaker_setup(const AudioManager self)

getVolume()

C++ Interface: get_volume(AudioManager self)

get_active()

C++ Interface: get_active(AudioManager self)

get_cache_limit()

C++ Interface: get_cache_limit(AudioManager self)

get_class_type()

C++ Interface: get_class_type()

get_concurrent_sound_limit()

C++ Interface: get_concurrent_sound_limit(AudioManager self)

get_dls_pathname()

C++ Interface: get_dls_pathname()

get_null_sound()

C++ Interface: get_null_sound(const AudioManager self)

get_sound()

C++ Interface: get_sound(const AudioManager self, MovieAudio source, bool positional, int mode)

// Get a sound:

get_speaker_setup()

C++ Interface: get_speaker_setup(const AudioManager self)

get_volume()

C++ Interface: get_volume(AudioManager self)

isValid()

C++ Interface: is_valid(const AudioManager self)

// If you’re interested in knowing whether this audio manager is valid, // here’s the call to do it. It is not necessary to check whether the audio // manager is valid before making other calls. You are free to use an // invalid sound manager, you may get silent sounds from it though. The // sound manager and the sounds it creates should not crash the application // even when the objects are not valid.

is_valid()

C++ Interface: is_valid(const AudioManager self)

// If you’re interested in knowing whether this audio manager is valid, // here’s the call to do it. It is not necessary to check whether the audio // manager is valid before making other calls. You are free to use an // invalid sound manager, you may get silent sounds from it though. The // sound manager and the sounds it creates should not crash the application // even when the objects are not valid.

output()

C++ Interface: output(AudioManager self, ostream out)

reduceSoundsPlayingTo()

C++ Interface: reduce_sounds_playing_to(const AudioManager self, int count)

// This is likely to be a utility function for the concurrent_sound_limit // options. It is exposed as an API, because it’s reasonable that it may be // useful to be here. It reduces the number of concurrently playing sounds // to count by some implementation specific means. If the number of sounds // currently playing is at or below count then there is no effect.

reduce_sounds_playing_to()

C++ Interface: reduce_sounds_playing_to(const AudioManager self, int count)

// This is likely to be a utility function for the concurrent_sound_limit // options. It is exposed as an API, because it’s reasonable that it may be // useful to be here. It reduces the number of concurrently playing sounds // to count by some implementation specific means. If the number of sounds // currently playing is at or below count then there is no effect.

setActive()

C++ Interface: set_active(const AudioManager self, bool flag)

// Turn the manager on or off. If you play a sound while the manager is // inactive, it won’t start. If you deactivate the manager while sounds are // playing, they’ll stop. If you activate the manager while looping sounds // are playing (those that have a loop_count of zero), they will start // playing from the beginning of their loop. Defaults to true.

setCacheLimit()

C++ Interface: set_cache_limit(const AudioManager self, int count)

setConcurrentSoundLimit()

C++ Interface: set_concurrent_sound_limit(const AudioManager self, int limit)

// This controls the number of sounds that you allow at once. This is more // of a user choice – it avoids talk over and the creation of a cacophony. // It can also be used to help performance. 0 == unlimited. 1 == mutually // exclusive (one sound at a time). Which is an example of: n == allow n // sounds to be playing at the same time.

setSpeakerSetup()

C++ Interface: set_speaker_setup(const AudioManager self, int cat)

setVolume()

C++ Interface: set_volume(const AudioManager self, float volume)

// Control volume: FYI: If you start a sound with the volume off and turn // the volume up later, you’ll hear the sound playing at that late point. 0 // = minimum; 1.0 = maximum. inits to 1.0.

set_active()

C++ Interface: set_active(const AudioManager self, bool flag)

// Turn the manager on or off. If you play a sound while the manager is // inactive, it won’t start. If you deactivate the manager while sounds are // playing, they’ll stop. If you activate the manager while looping sounds // are playing (those that have a loop_count of zero), they will start // playing from the beginning of their loop. Defaults to true.

set_cache_limit()

C++ Interface: set_cache_limit(const AudioManager self, int count)

set_concurrent_sound_limit()

C++ Interface: set_concurrent_sound_limit(const AudioManager self, int limit)

// This controls the number of sounds that you allow at once. This is more // of a user choice – it avoids talk over and the creation of a cacophony. // It can also be used to help performance. 0 == unlimited. 1 == mutually // exclusive (one sound at a time). Which is an example of: n == allow n // sounds to be playing at the same time.

set_speaker_setup()

C++ Interface: set_speaker_setup(const AudioManager self, int cat)

set_volume()

C++ Interface: set_volume(const AudioManager self, float volume)

// Control volume: FYI: If you start a sound with the volume off and turn // the volume up later, you’ll hear the sound playing at that late point. 0 // = minimum; 1.0 = maximum. inits to 1.0.

shutdown()

C++ Interface: shutdown(const AudioManager self)

stopAllSounds()

C++ Interface: stop_all_sounds(const AudioManager self)

// Stop playback on all sounds managed by this manager. This is effectively // the same as reduce_sounds_playing_to(0), but this call may be for // efficient on some implementations.

stop_all_sounds()

C++ Interface: stop_all_sounds(const AudioManager self)

// Stop playback on all sounds managed by this manager. This is effectively // the same as reduce_sounds_playing_to(0), but this call may be for // efficient on some implementations.

uncacheSound()

C++ Interface: uncache_sound(const AudioManager self, const Filename file_name)

// Tell the AudioManager there is no need to keep this one cached. This // doesn’t break any connection between AudioSounds that have already given // by get_sound() from this manager. It’s only affecting whether the // AudioManager keeps a copy of the sound in its poolcache.

uncache_sound()

C++ Interface: uncache_sound(const AudioManager self, const Filename file_name)

// Tell the AudioManager there is no need to keep this one cached. This // doesn’t break any connection between AudioSounds that have already given // by get_sound() from this manager. It’s only affecting whether the // AudioManager keeps a copy of the sound in its poolcache.

update()

C++ Interface: update(const AudioManager self)

// This should be called every frame. Failure to call could cause problems.

write()

C++ Interface: write(AudioManager self, ostream out)