Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func SetListenPosition ¶
func SetListenPosition(x, y, z float32)
Types ¶
type PlayInstance ¶
type PlayInstance struct {
// contains filtered or unexported fields
}
PlayInstance is returned when you make a call to play a sound so you can stop playback or determine if the sound is still playing
func (*PlayInstance) IsPlaying ¶
func (playback *PlayInstance) IsPlaying() bool
func (*PlayInstance) StopPlayback ¶
func (playback *PlayInstance) StopPlayback()
type Sound ¶
type Sound struct { Channels uint16 Frequency uint32 BitsPerSample uint16 Size uint32 Data []byte // contains filtered or unexported fields }
func NewSound ¶
NewSound returns a newly created Sound object.
Only used if you are going to load your own data instead of using the wav loader
s := NewSound("example.mp3") /* Code that gets the Data, BufferSize, Frequency and Channels of mp3s */ //The we load that data in manually with: s.LoadPCMData()
func (*Sound) LoadPCMData ¶
func (s *Sound) LoadPCMData()
func (*Sound) Play ¶
func (s *Sound) Play(volume float32) (request PlayInstance)
Play will play the sound. Volume ( 1.0 is normal volume, 0 is silence ) Returns the PlayInstance that can be used to stop the source while playing
func (*Sound) Play3D ¶
func (s *Sound) Play3D(x, y, z, falloff, volume float32) (request PlayInstance)
Play will play the sound at a given position, the falloff distance in which the sound's volume is cut in half, and the volume ( 1.0 is normal volume, 0 is silence ) It will return the PlayInstance that can be used to stop the source while playing Remember that in order for the 3D audio to work properly that the audio needs to be all in one channel, not stereo!