AudioSound
from panda3d.core import AudioSound
- class AudioSound
Bases:
TypedReferenceCount
Inheritance diagram
- 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)