AudioSound
from panda3d.core import AudioSound
- class AudioSound
Bases:
Bases:
TypedReferenceCount
Inheritance diagram
- property balance float
-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.
- configure_filters(config: FilterProperties) bool
- static get_class_type() TypeHandle
- property name string
There is no set_name(), this is intentional.
There is no set_name(), this is intentional.
There is no set_name(), this is intentional.
- play()
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).
- property play_rate float
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_3d_attributes(px: float, py: float, pz: float, vx: float, vy: float, vz: float)
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_max_distance(dist: float)
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(dist: float)
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_balance(balance_right: float)
-1.0 is hard left 0.0 is centered 1.0 is hard right inits to 0.0.
- set_finished_event(event: str)
Set (or clear) the event that will be thrown when the sound finishes playing. To clear the event, pass an empty string.
- set_loop_count(loop_count: int)
loop_count: 0 = forever; 1 = play once; n = play n times. inits to 1.
- set_speaker_mix(frontleft: float, frontright: float, center: float, sub: float, backleft: float, backright: float, sideleft: float, sideright: float)
- set_time(start_time: float)
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.PN_stdfloat percent_complete = s.get_time() / s.length();
- status() SoundStatus
- stop()
- property time float
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.PN_stdfloat percent_complete = s.get_time() / s.length();
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.PN_stdfloat percent_complete = s.get_time() / s.length();