Sound Object Functions

Return to Functions

ObjSound_Create

    Return Type:
        real

Creates a sound object and returns its ID.

ObjSound_Load

    Arguments:
        1) real: objectID
        2) string: pathSound

Loads the specified sound file.

ObjSound_Play

    Arguments:
        1) real: objectID

Plays the sound file associated with the object.

ObjSound_Stop

    Arguments:
        1) real: objectID

Stops the sound file associated with the object.

ObjSound_SetVolumeRate

    Arguments:
        1) real: objectID
        2) real: volumeRate

Sets the volume of the sound object (0-100).

ObjSound_SetPanRate

    Arguments:
        1) real: objectID
        2) real: panRate

Sets the pan volume of the sound object (-100-100).

0 is neutral, -100 is left-side only, 100 is right-side only.

ObjSound_SetFrequency

    Arguments:
        1) real: objectID
        2) real: frequency

Sets the frequency of the sound object in samples.

Pass 0 to reset the frequency to its default value.

ObjSound_SetFade

    Arguments:
        1) real: objectID
        2) real: fadeTime

Sets the fade time of the sound object.

Fade value is how much the volume will increase per second; accepts negative values for fadeouts.

ObjSound_SetLoopEnable

    Arguments:
        1) real: objectID
        2) bool: bEnable

When set to true, the sound object will be allowed to loop.

ObjSound_SetLoopTime

    Arguments:
        1) real: objectID
        2) real: loopStart
        3) real: loopEnd

Sets the timing of the loop, in seconds.

ObjSound_SetLoopSampleCount

    Arguments:
        1) real: objectID
        2) real: loopStart
        3) real: loopEnd

Sets the timing of the loop based on the sample count.

ObjSound_SetRestartEnable

    Arguments:
        1) real: objectID
        2) bool: bEnable

When set to true, allows the sound object to continue where it left off instead of restarting every time ObjSound_Play is called.

ObjSound_SetSoundDivision

    Arguments:
        1) real: objectID
        2) real const: soundDivision

Specifies whether a sound is a BGM, sound effect, or "voice".

Each sound division has its own separate global volume setting.
Available sound divisions are:

SOUND_BGM
SOUND_SE
SOUND_VOICE

ObjSound_SetStartTime

    Arguments:
        1) real: objectID
        2) real: startTime

Sets the time for the sound file to start playing at in seconds.

ObjSound_SetStartTimeSampleCount

    Arguments:
        1) real: objectID
        2) real: startTime

Sets the time for the sound file to start playing at in samples.

ObjSound_Seek

    Arguments:
        1) real: objectID
        2) real: seekPosition

Seeks to the specified position (in seconds) in the playing the sound file.

ObjSound_SeekSampleCount

    Arguments:
        1) real: objectID
        2) real: seekPosition

Seeks to the specified position (in samples) in the playing the sound file.

ObjSound_IsPlaying

    Arguments:
        1) real: objectID
    Return Type:
        bool

Returns true if the sound file is playing.

ObjSound_GetVolumeRate

    Arguments:
        1) real: objectID
    Return Type:
        real

Returns the volume (0-100) of the sound file.

ObjSound_GetPosition

    Arguments:
        1) real: objectID
    Return Type:
        real

Gets the current playback position of the song in seconds.

Warning: This function can only be used to get an average idea of where the position is, because this will only update every few seconds.

ObjSound_GetPositionSampleCount

    Arguments:
        1) real: objectID
    Return Type:
        real

Gets the current playback position of the song in samples.

Warning: This function can only be used to get an average idea of where the position is, because this will only update every few seconds.