Class Sound
Hierarchy
- Sound
Index
Constructors
Properties
Accessors
Methods
- attach
ToMesh - clone
- connect
ToSound Track Audio Node - detach
From Mesh - dispose
- get
Audio Buffer - get
Class Name - get
Sound Gain - get
Sound Source - get
Volume - is
Ready - pause
- play
- serialize
- set
Attenuation Function - set
Audio Buffer - set
Directional Cone - set
Local Direction ToMesh - set
Playback Rate - set
Position - set
Volume - stop
- switch
Panning Model ToEqual Power - switch
Panning Model ToHRTF - update
Options - Parse
Constructors
constructor
-
Create a sound and attach it to a scene
Parameters
-
name: string
Name of your sound
-
urlOrArrayBuffer: any
Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
-
scene: Scene
defines the scene the sound belongs to
-
Optional readyToPlayCallback: Nullable<() => void>
Provide a callback function if you'd like to load your code once the sound is ready to be played
-
Optional options: ISoundOptions
Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
Returns Sound
-
Properties
autoplaySearch playground for autoplay
Does the sound autoplay once loaded.
distance ModelSearch playground for distanceModel
Define the distance attenuation model the sound will follow.
is PausedSearch playground for isPaused
Is this sound currently paused.
is PlayingSearch playground for isPlaying
Is this sound currently played.
max DistanceSearch playground for maxDistance
Define the max distance the sound should be heard (intensity just became 0 at this point).
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the sound.
nameSearch playground for name
The name of the sound in the scene.
on Ended ObservableSearch playground for onEndedObservable
Observable event when the current playing sound finishes.
ref DistanceSearch playground for refDistance
Define the reference distance the sound should be heard perfectly.
rolloff FactorSearch playground for rolloffFactor
Define the roll off factor of spatial sounds.
sound Track IdSearch playground for soundTrackId
The sound track id this sound belongs to.
spatial SoundSearch playground for spatialSound
Does this sound enables spatial sound.
use Custom AttenuationSearch playground for useCustomAttenuation
Does the sound use a custom attenuation curve to simulate the falloff happening when the source gets further away from the camera.
Accessors
current Time
-
Gets the current time for the sound.
Returns number
directional Cone Inner Angle
-
Gets or sets the inner angle for the directional cone.
Returns number
-
Gets or sets the inner angle for the directional cone.
Parameters
-
value: number
Returns any
-
directional Cone Outer Angle
-
Gets or sets the outer angle for the directional cone.
Returns number
-
Gets or sets the outer angle for the directional cone.
Parameters
-
value: number
Returns any
-
loop
-
Does the sound loop after it finishes playing once.
Returns boolean
-
Does the sound loop after it finishes playing once.
Parameters
-
value: boolean
Returns any
-
Methods
attach ToMeshSearch playground for attachToMesh
-
Attach the sound to a dedicated mesh
Parameters
-
transformNode: TransformNode
The transform node to connect the sound with
Returns void
-
cloneSearch playground for clone
connect ToSound Track Audio NodeSearch playground for connectToSoundTrackAudioNode
-
Connect this sound to a sound track audio node like gain...
Parameters
-
soundTrackAudioNode: AudioNode
the sound track audio node to connect to
Returns void
-
detach From MeshSearch playground for detachFromMesh
-
Detach the sound from the previously attached mesh
Returns void
disposeSearch playground for dispose
-
Release the sound and its associated resources
Returns void
get Audio BufferSearch playground for getAudioBuffer
-
Gets the current underlying audio buffer containing the data
Returns Nullable<AudioBuffer>
the audio buffer
get Class NameSearch playground for getClassName
-
Get the current class name.
Returns string
current class name
get Sound GainSearch playground for getSoundGain
-
Gets the WebAudio GainNode, gives you precise control over the gain of instances of this Sound.
Returns Nullable<GainNode>
the gain node
get Sound SourceSearch playground for getSoundSource
-
Gets the WebAudio AudioBufferSourceNode, lets you keep track of and stop instances of this Sound.
Returns Nullable<AudioBufferSourceNode>
the source node
get VolumeSearch playground for getVolume
-
Gets the volume of the sound.
Returns number
the volume of the sound
is ReadySearch playground for isReady
-
Gets if the sounds is ready to be played or not.
Returns boolean
true if ready, otherwise false
pauseSearch playground for pause
-
Put the sound in pause
Returns void
playSearch playground for play
-
Play the sound
Parameters
-
Optional time: number
(optional) Start the sound after X seconds. Start immediately (0) by default.
-
Optional offset: number
(optional) Start the sound at a specific time in seconds
-
Optional length: number
(optional) Sound duration (in seconds)
Returns void
-
serializeSearch playground for serialize
-
Serializes the Sound in a JSON representation
Returns any
the JSON representation of the sound
set Attenuation FunctionSearch playground for setAttenuationFunction
-
Sets a new custom attenuation function for the sound.
Parameters
-
callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number
Defines the function used for the attenuation
-
-
Parameters
-
currentVolume: number
-
currentDistance: number
-
maxDistance: number
-
refDistance: number
-
rolloffFactor: number
Returns number
-
-
-
Returns void
-
set Audio BufferSearch playground for setAudioBuffer
-
Sets the data of the sound from an audiobuffer
Parameters
-
audioBuffer: AudioBuffer
The audioBuffer containing the data
Returns void
-
set Directional ConeSearch playground for setDirectionalCone
-
Transform this sound into a directional source
Parameters
-
coneInnerAngle: number
Size of the inner cone in degree
-
coneOuterAngle: number
Size of the outer cone in degree
-
coneOuterGain: number
Volume of the sound outside the outer cone (between 0.0 and 1.0)
Returns void
-
set Local Direction ToMeshSearch playground for setLocalDirectionToMesh
-
Sets the local direction of the emitter if spatial sound is enabled
Parameters
-
newLocalDirection: Vector3
Defines the new local direction
Returns void
-
set Playback RateSearch playground for setPlaybackRate
-
Set the sound play back rate
Parameters
-
newPlaybackRate: number
Define the playback rate the sound should be played at
Returns void
-
set PositionSearch playground for setPosition
-
Sets the position of the emitter if spatial sound is enabled
Parameters
-
newPosition: Vector3
Defines the new posisiton
Returns void
-
set VolumeSearch playground for setVolume
-
Sets a dedicated volume for this sounds
Parameters
-
newVolume: number
Define the new volume of the sound
-
Optional time: number
Define time for gradual change to new volume
Returns void
-
stopSearch playground for stop
-
Stop the sound
Parameters
-
Optional time: number
(optional) Stop the sound after X seconds. Stop immediately (0) by default.
Returns void
-
switch Panning Model ToEqual PowerSearch playground for switchPanningModelToEqualPower
-
Switch the panning model to Equal Power: Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
Returns void
switch Panning Model ToHRTFSearch playground for switchPanningModelToHRTF
-
Switch the panning model to HRTF: Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
Returns void
update OptionsSearch playground for updateOptions
-
Updates the current sounds options such as maxdistance, loop...
Parameters
-
options: ISoundOptions
A JSON object containing values named as the object properties
Returns void
-
Static ParseSearch playground for Parse
-
Parse a JSON representation of a sound to innstantiate in a given scene
Parameters
-
parsedSound: any
Define the JSON representation of the sound (usually coming from the serialize method)
-
scene: Scene
Define the scene the new parsed sound should be created in
-
rootUrl: string
Define the rooturl of the load in case we need to fetch relative dependencies
-
Optional sourceSound: Sound
Define a cound place holder if do not need to instantiate a new one
Returns Sound
the newly parsed sound
-
Defines a sound that can be played in the application. The sound can either be an ambient track or a simple sound played in reaction to a user action.
https://doc.babylonjs.com/how_to/playing_sounds_and_music