Documentation ¶
Overview ¶
Package audio handles music and sound effects for Spy Cards Online.
Index ¶
- Variables
- func IsCurrentMusicLoading() bool
- func MusicFFT() []uint8
- func MusicVolumeTemp(scale float64)
- func SetListenerPosition(x, y, z, rx, ry, rz float32)
- func StopMusic()
- func StopSounds()
- func Tick()
- type Sound
- func (s *Sound) PlayMusic(delay float64, restart bool)
- func (s *Sound) PlaySound(delay, overridePitch, overrideVolume float64, x, y, z float32)
- func (s *Sound) PlaySoundGlobal(delay, overridePitch, overrideVolume float64)
- func (s *Sound) Preload() error
- func (s *Sound) Release()
- func (s *Sound) StartPreload()
Constants ¶
This section is empty.
Variables ¶
View Source
var ( // SoundsVolume is the user-set volume (0..1) of sound effects. SoundsVolume float64 = 0.6 // MusicVolume is the user-set volume (0..1) of music. MusicVolume float64 = 0.6 // IgnoreAudio causes calls to audio functions to be ignored // if it is nonzero. IgnoreAudio uint64 )
View Source
var ( AtkFail = &Sound{ Name: "AtkFail", } AtkSuccess = &Sound{ Name: "AtkSuccess", } BattleStart0 = &Sound{ Name: "BattleStart0", } Buzzer = &Sound{ Name: "Buzzer", } CardSound2 = &Sound{ Name: "CardSound2", Pitch: 1.2, Volume: 0.5, } Charge = &Sound{ Name: "Charge", } Coin = &Sound{ Name: "Coin", } Confirm = &Sound{ Name: "Confirm", } Confirm1 = &Sound{ Name: "Confirm1", Pitch: 0.4, Volume: 0.5, } CrowdCheer2 = &Sound{ Name: "CrowdCheer2", Pitch: 1.2, } CrowdClap = &Sound{ Name: "CrowdClap", } CrowdGasp = &Sound{ Name: "CrowdGasp", } Damage0 = &Sound{ Name: "Damage0", } Death3 = &Sound{ Name: "Death3", } Fail = &Sound{ Name: "Fail", } Heal = &Sound{ Name: "Heal", } Lazer = &Sound{ Name: "Lazer", } PageFlip = &Sound{ Name: "PageFlip", } Toss11 = &Sound{ Name: "Toss11", } FBCountdown = &Sound{ Name: "FBCountdown", } FBDeath = &Sound{ Name: "FBDeath", } FBFlower = &Sound{ Name: "FBFlower", } FBGameOver = &Sound{ Name: "FBGameOver", } FBPoint = &Sound{ Name: "FBPoint", } FBStart = &Sound{ Name: "FBStart", } MiteKnightIntro = &Sound{ Name: "MiteKnightIntro", } MKDeath = &Sound{ Name: "MKDeath", } MKGameOver = &Sound{ Name: "MKGameOver", } MKHit = &Sound{ Name: "MKHit", } MKHit2 = &Sound{ Name: "MKHit2", } MKKey = &Sound{ Name: "MKKey", } MKOpen = &Sound{ Name: "MKOpen", } MKPotion = &Sound{ Name: "MKPotion", } MKShield = &Sound{ Name: "MKShield", } MKStairs = &Sound{ Name: "MKStairs", } MKWalk = &Sound{ Name: "MKWalk", } PeacockSpiderNPCSummonSuccess = &Sound{ Name: "PeacockSpiderNPCSummonSuccess", } Shot2 = &Sound{ Name: "Shot2", } Inn = &Sound{ Name: "Inn", } Kut1 = &Sound{ Name: "Kut1", } Kut2 = &Sound{ Name: "Kut2", } Damage1 = &Sound{ Name: "Damage1", } Damage2 = &Sound{ Name: "Damage2", } FunnyStep = &Sound{ Name: "FunnyStep", } StatUp = &Sound{ Name: "StatUp", } StatDown = &Sound{ Name: "StatDown", } )
Sound effects.
View Source
var ( Miniboss = &Sound{ Name: "Miniboss", Loop: true, Start: 20.55, End: 87, } Bounty = &Sound{ Name: "Bounty", Loop: true, Start: 6.7, End: 52.5, } Inside2 = &Sound{ Name: "Inside2", Loop: true, Start: 10.3, End: 72, } FlyingBee = &Sound{ Name: "FlyingBee", Loop: true, Start: 999, End: 999, } MiteKnight = &Sound{ Name: "MiteKnight", Loop: true, Start: 999, End: 999, } TermiteLoop = &Sound{ Name: "TermiteLoop", Loop: true, Start: 999, End: 999, } Battle4 = &Sound{ Name: "Battle4", Loop: true, Start: 12.95, End: 83.68, } Battle0 = &Sound{ Name: "Battle0", Loop: true, Start: 2.08, End: 68.1, } Chef1 = &Sound{ Name: "Chef1", Loop: true, Start: 1.503, End: 30, } Field1 = &Sound{ Name: "Field1", Loop: true, Start: 5.11, End: 86.44, } )
Music tracks.
Functions ¶
func IsCurrentMusicLoading ¶ added in v0.3.13
func IsCurrentMusicLoading() bool
func MusicVolumeTemp ¶ added in v0.3.10
func MusicVolumeTemp(scale float64)
func SetListenerPosition ¶ added in v0.3.17
func SetListenerPosition(x, y, z, rx, ry, rz float32)
Types ¶
type Sound ¶
type Sound struct { Name string Pitch float64 Volume float64 MaxDelay float64 Loop bool Start float64 End float64 // contains filtered or unexported fields }
Sound is an audio clip.
func (*Sound) PlaySoundGlobal ¶ added in v0.3.17
func (*Sound) Release ¶ added in v0.2.72
func (s *Sound) Release()
Release releases any system resources used by the Sound. It is an error to use the Sound after calling Release.
func (*Sound) StartPreload ¶ added in v0.3.7
func (s *Sound) StartPreload()
StartPreload creates a new goroutine to preload the sound.
Click to show internal directories.
Click to hide internal directories.