AudioSound

from panda3d.core import AudioSound
class AudioSound

Bases: TypedReferenceCount

Inheritance diagram

Inheritance diagram of AudioSound

BAD = 0
PLAYING = 2
READY = 1
__init__(*args, **kwargs)
active
balance
configureFilters()

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

configure_filters()

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

get3dConeInnerAngle()

C++ Interface: get_3d_cone_inner_angle(AudioSound self)

get3dConeOuterAngle()

C++ Interface: get_3d_cone_outer_angle(AudioSound self)

get3dConeOuterGain()

C++ Interface: get_3d_cone_outer_gain(AudioSound self)

get3dDirection()

C++ Interface: get_3d_direction(AudioSound self)

get3dMaxDistance()

C++ Interface: get_3d_max_distance(AudioSound self)

get3dMinDistance()

C++ Interface: get_3d_min_distance(AudioSound self)

getActive()

C++ Interface: get_active(AudioSound self)

getBalance()

C++ Interface: get_balance(AudioSound self)

getClassType()

C++ Interface: get_class_type()

getFinishedEvent()

C++ Interface: get_finished_event(AudioSound self)

getLoop()

C++ Interface: get_loop(AudioSound self)

getLoopCount()

C++ Interface: get_loop_count(AudioSound self)

getLoopStart()

C++ Interface: get_loop_start(AudioSound self)

getName()

C++ Interface: get_name(AudioSound self)

// There is no set_name(), this is intentional.

// There is no set_name(), this is intentional.

getPlayRate()

C++ Interface: get_play_rate(AudioSound self)

getPriority()

C++ Interface: get_priority(const AudioSound self)

getSpeakerMix()

C++ Interface: get_speaker_mix(const AudioSound self, int speaker)

// speaker_mix is for use with FMOD.

getTime()

C++ Interface: get_time(AudioSound self)

getVolume()

C++ Interface: get_volume(AudioSound self)

get_3d_cone_inner_angle()

C++ Interface: get_3d_cone_inner_angle(AudioSound self)

get_3d_cone_outer_angle()

C++ Interface: get_3d_cone_outer_angle(AudioSound self)

get_3d_cone_outer_gain()

C++ Interface: get_3d_cone_outer_gain(AudioSound self)

get_3d_direction()

C++ Interface: get_3d_direction(AudioSound self)

get_3d_max_distance()

C++ Interface: get_3d_max_distance(AudioSound self)

get_3d_min_distance()

C++ Interface: get_3d_min_distance(AudioSound self)

get_active()

C++ Interface: get_active(AudioSound self)

get_balance()

C++ Interface: get_balance(AudioSound self)

get_class_type()

C++ Interface: get_class_type()

get_finished_event()

C++ Interface: get_finished_event(AudioSound self)

get_loop()

C++ Interface: get_loop(AudioSound self)

get_loop_count()

C++ Interface: get_loop_count(AudioSound self)

get_loop_start()

C++ Interface: get_loop_start(AudioSound self)

get_name()

C++ Interface: get_name(AudioSound self)

// There is no set_name(), this is intentional.

// There is no set_name(), this is intentional.

get_play_rate()

C++ Interface: get_play_rate(AudioSound self)

get_priority()

C++ Interface: get_priority(const AudioSound self)

get_speaker_mix()

C++ Interface: get_speaker_mix(const AudioSound self, int speaker)

// speaker_mix is for use with FMOD.

get_time()

C++ Interface: get_time(AudioSound self)

get_volume()

C++ Interface: get_volume(AudioSound self)

isPositional()

C++ Interface: is_positional(AudioSound self)

/**
  • Returns true if this was created as a positional sound.

*/

is_positional()

C++ Interface: is_positional(AudioSound self)

/**
  • Returns true if this was created as a positional sound.

*/

length()

C++ Interface: length(AudioSound self)

// return: playing time in seconds.

name

There is no set_name(), this is intentional.

output()

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

play()

C++ Interface: play(const AudioSound self)

// For best compatibility, set the loop_count, volume, and balance, prior to // calling play(). You may set them while they’re playing, but it’s // implementation specific whether you get the results. - Calling play() a // second time on the same sound before it is finished will start the sound // again (creating a skipping or stuttering effect).

play_rate
positional
set3dAttributes()

C++ Interface: set_3d_attributes(const AudioSound self, float px, float py, float pz, float vx, float vy, float vz)

// Controls the position of this sound’s emitter. px, py and pz are the // emitter’s position. vx, vy and vz are the emitter’s velocity in UNITS // PER SECOND (default: meters).

set3dConeInnerAngle()

C++ Interface: set_3d_cone_inner_angle(const AudioSound self, float angle)

// Sets the angle of the inner cone of a directional sound source. In the zone inside of the inner cone // sound is emitted with the (normal) volume set by set_volume().

set3dConeOuterAngle()

C++ Interface: set_3d_cone_outer_angle(const AudioSound self, float angle)

// Sets the angle of the outer cone of a directional sound source. In the zone between // the inner and the outer cone the volume is attenuated.

set3dConeOuterGain()

C++ Interface: set_3d_cone_outer_gain(const AudioSound self, float gain)

// Sets a factor applied to the volume set by set_volume() for the zone outside the outer cone. // By default this is 0 (so no sound is heard inside the outer zone).

set3dDirection()

C++ Interface: set_3d_direction(const AudioSound self, LVector3f d)

// Controls the direction of this sound emitter. Currently implemented only for OpenAL.

set3dMaxDistance()

C++ Interface: set_3d_max_distance(const AudioSound self, float dist)

// Controls the maximum distance (in units) that this sound stops falling // off. The sound does not stop at that point, it just doesn’t get any // quieter. You should rarely need to adjust this. Default is 1000000000.0

set3dMinDistance()

C++ Interface: set_3d_min_distance(const AudioSound self, float dist)

// Controls the distance (in units) that this sound begins to fall off. // Also affects the rate it falls off. Default is 1.0 CloserFaster, <1.0 // FartherSlower, >1.0

setActive()

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

// inits to manager’s state.

// inits to manager’s state.

setBalance()

C++ Interface: set_balance(const AudioSound self, float balance_right)

// -1.0 is hard left 0.0 is centered 1.0 is hard right inits to 0.0.

// -1.0 is hard left 0.0 is centered 1.0 is hard right inits to 0.0.

setFinishedEvent()

C++ Interface: set_finished_event(const AudioSound self, str event)

// Set (or clear) the event that will be thrown when the sound finishes // playing. To clear the event, pass an empty string.

setLoop()

C++ Interface: set_loop(const AudioSound self, bool loop)

// loop: false = play once; true = play forever. inits to false.

setLoopCount()

C++ Interface: set_loop_count(const AudioSound self, int loop_count)

// loop_count: 0 = forever; 1 = play once; n = play n times. inits to 1.

setLoopStart()

C++ Interface: set_loop_start(const AudioSound self, float loop_start)

// loop_start: 0 = beginning. expressed in seconds. inits to 0.

setPlayRate()

C++ Interface: set_play_rate(const AudioSound self, float play_rate)

// play_rate is any positive PN_stdfloat value. inits to 1.0.

// play_rate is any positive PN_stdfloat value. inits to 1.0.

setPriority()

C++ Interface: set_priority(const AudioSound self, int priority)

setSpeakerMix()

C++ Interface: set_speaker_mix(const AudioSound self, float frontleft, float frontright, float center, float sub, float backleft, float backright, float sideleft, float sideright)

setTime()

C++ Interface: set_time(const AudioSound self, float start_time)

/**
  • Control time position within the sound, in seconds. This is similar (in

  • concept) to the seek position within a file. The value starts at 0.0 (the

  • default) and ends at the value given by the length() method.

  • In the past, this call did nothing if the sound was currently playing, and

  • it was necessary to call play() to effect the change. This is no longer

  • the case; the time change takes effect immediately.

  • If a sound is playing, calling get_time() repeatedly will return different

  • results over time. e.g.

  • @code

  • PN_stdfloat percent_complete = s.get_time() / s.length();

  • @endcode

*/

/**
  • Control time position within the sound, in seconds. This is similar (in

  • concept) to the seek position within a file. The value starts at 0.0 (the

  • default) and ends at the value given by the length() method.

  • In the past, this call did nothing if the sound was currently playing, and

  • it was necessary to call play() to effect the change. This is no longer

  • the case; the time change takes effect immediately.

  • If a sound is playing, calling get_time() repeatedly will return different

  • results over time. e.g.

  • @code

  • PN_stdfloat percent_complete = s.get_time() / s.length();

  • @endcode

*/

setVolume()

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

// 0 = minimum; 1.0 = maximum. inits to 1.0.

// 0 = minimum; 1.0 = maximum. inits to 1.0.

set_3d_attributes()

C++ Interface: set_3d_attributes(const AudioSound self, float px, float py, float pz, float vx, float vy, float vz)

// Controls the position of this sound’s emitter. px, py and pz are the // emitter’s position. vx, vy and vz are the emitter’s velocity in UNITS // PER SECOND (default: meters).

set_3d_cone_inner_angle()

C++ Interface: set_3d_cone_inner_angle(const AudioSound self, float angle)

// Sets the angle of the inner cone of a directional sound source. In the zone inside of the inner cone // sound is emitted with the (normal) volume set by set_volume().

set_3d_cone_outer_angle()

C++ Interface: set_3d_cone_outer_angle(const AudioSound self, float angle)

// Sets the angle of the outer cone of a directional sound source. In the zone between // the inner and the outer cone the volume is attenuated.

set_3d_cone_outer_gain()

C++ Interface: set_3d_cone_outer_gain(const AudioSound self, float gain)

// Sets a factor applied to the volume set by set_volume() for the zone outside the outer cone. // By default this is 0 (so no sound is heard inside the outer zone).

set_3d_direction()

C++ Interface: set_3d_direction(const AudioSound self, LVector3f d)

// Controls the direction of this sound emitter. Currently implemented only for OpenAL.

set_3d_max_distance()

C++ Interface: set_3d_max_distance(const AudioSound self, float dist)

// Controls the maximum distance (in units) that this sound stops falling // off. The sound does not stop at that point, it just doesn’t get any // quieter. You should rarely need to adjust this. Default is 1000000000.0

set_3d_min_distance()

C++ Interface: set_3d_min_distance(const AudioSound self, float dist)

// Controls the distance (in units) that this sound begins to fall off. // Also affects the rate it falls off. Default is 1.0 CloserFaster, <1.0 // FartherSlower, >1.0

set_active()

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

// inits to manager’s state.

// inits to manager’s state.

set_balance()

C++ Interface: set_balance(const AudioSound self, float balance_right)

// -1.0 is hard left 0.0 is centered 1.0 is hard right inits to 0.0.

// -1.0 is hard left 0.0 is centered 1.0 is hard right inits to 0.0.

set_finished_event()

C++ Interface: set_finished_event(const AudioSound self, str event)

// Set (or clear) the event that will be thrown when the sound finishes // playing. To clear the event, pass an empty string.

set_loop()

C++ Interface: set_loop(const AudioSound self, bool loop)

// loop: false = play once; true = play forever. inits to false.

set_loop_count()

C++ Interface: set_loop_count(const AudioSound self, int loop_count)

// loop_count: 0 = forever; 1 = play once; n = play n times. inits to 1.

set_loop_start()

C++ Interface: set_loop_start(const AudioSound self, float loop_start)

// loop_start: 0 = beginning. expressed in seconds. inits to 0.

set_play_rate()

C++ Interface: set_play_rate(const AudioSound self, float play_rate)

// play_rate is any positive PN_stdfloat value. inits to 1.0.

// play_rate is any positive PN_stdfloat value. inits to 1.0.

set_priority()

C++ Interface: set_priority(const AudioSound self, int priority)

set_speaker_mix()

C++ Interface: set_speaker_mix(const AudioSound self, float frontleft, float frontright, float center, float sub, float backleft, float backright, float sideleft, float sideright)

set_time()

C++ Interface: set_time(const AudioSound self, float start_time)

/**
  • Control time position within the sound, in seconds. This is similar (in

  • concept) to the seek position within a file. The value starts at 0.0 (the

  • default) and ends at the value given by the length() method.

  • In the past, this call did nothing if the sound was currently playing, and

  • it was necessary to call play() to effect the change. This is no longer

  • the case; the time change takes effect immediately.

  • If a sound is playing, calling get_time() repeatedly will return different

  • results over time. e.g.

  • @code

  • PN_stdfloat percent_complete = s.get_time() / s.length();

  • @endcode

*/

/**
  • Control time position within the sound, in seconds. This is similar (in

  • concept) to the seek position within a file. The value starts at 0.0 (the

  • default) and ends at the value given by the length() method.

  • In the past, this call did nothing if the sound was currently playing, and

  • it was necessary to call play() to effect the change. This is no longer

  • the case; the time change takes effect immediately.

  • If a sound is playing, calling get_time() repeatedly will return different

  • results over time. e.g.

  • @code

  • PN_stdfloat percent_complete = s.get_time() / s.length();

  • @endcode

*/

set_volume()

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

// 0 = minimum; 1.0 = maximum. inits to 1.0.

// 0 = minimum; 1.0 = maximum. inits to 1.0.

status()

C++ Interface: status(AudioSound self)

stop()

C++ Interface: stop(const AudioSound self)

time
volume
write()

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