Topic general

General Sounds

Functions

sounds:play (name[, sp]) Plays a sound.

Objects

SoundGroup Sound Group.
SoundGroup (def) Constructor.
SoundGroup:count () Retrieves number of sounds in group.
SoundGroup:play ([idx[, sp]]) Plays a sound from the group.
SoundGroup:get ([idx]) Retrieves sounds names in group.

Pre-defined Sound Groups

sounds.bird Bird sounds.
sounds.bite Bite sounds.
sounds.bounce Bounce sounds.
sounds.cat_meow Cat meow sounds.
sounds.coin Coin sounds.
sounds.cow_moo Cow moo sounds.
sounds.dog_bark Dog bark sounds.
sounds.elephant Elephant sounds.
sounds.entity_hit Entity hit sounds.
sounds.explosion Explosion sounds.
sounds.frog Frog sounds.
sounds.fuse Fuse sounds.
sounds.gallop Gallop sounds.
sounds.horse_neigh Horse neigh sounds.
sounds.horse_snort Horse snort sounds.
sounds.horse Horse sounds.
sounds.pencil Pencil sounds.
sounds.quail Quail sounds.
sounds.rooster Rooster sounds.
sounds.sheep Sheep sounds.
sounds.skeleton Skeleton sounds.


Functions

sounds:play (name[, sp])
Plays a sound.

Parameters:

  • name string Sound file without .ogg suffix.
  • sp SoundParams Sound parameters. (optional)

Returns:

    list bool true if sound played & int sound handle.

Usage:

    local ret, handle = sounds:play("sound1", {gain=1.0})
    if ret then
      print("Sound handle: " .. handle)
    end

Objects

SoundGroup
Sound Group.

Fields:

  • count SoundGroup:count Retrieves number of available sounds.
  • play SoundGroup:play Plays indexed or random sound.
  • no_prepend bool If set to true, omits prepending "sounds_" to sound filenames when played.
SoundGroup (def)
Constructor.

Parameters:

  • def table Sound definition.

Returns:

    SoundGroup Sound group definition table.

Usage:

    -- create new sound groups
    local s_group1 = SoundGroup({"sound1", "sound2"})
    local s_group2 = SoundGroup({"modname_sound1", "modname_sound2", no_prepend=true})
    
    -- play sound at index
    s_group1:play(2)
    
    -- play random sound from group
    s_group1:play()
    
    -- play sound at index with parameters
    s_group1:play(1, {gain=1.0, max_hear_distance=100})
    
    -- play random sound with parameters
    s_group1:play({gain=1.0, max_hear_distance=100})
    
    -- calling a SoundGroup instance directly is the same as executing the "play" method
    s_group(1, {gain=1.0, max_hear_distance=100})
SoundGroup:count ()
Retrieves number of sounds in group.

Returns:

    int
SoundGroup:play ([idx[, sp]])

Plays a sound from the group.

If idx is not specified, an available sound will be selected randomly from the group.

Notes:

  • idx & sp parameters positions can be switched.

Parameters:

  • idx int Sound index. (optional)
  • sp SoundParams Sound parameters. (optional)

Returns:

    list bool true if sound played & int sound handle.

Usage:

    local ret, handle = SoundGroup:play(2, {gain=1.0})
    if ret then
      print("Sound handle: " .. handle)
    end
SoundGroup:get ([idx])
Retrieves sounds names in group.

If idx is supplied, a string or nil is returned. If there is only one sound in the group, the string name of that sound is returned. Otherwise, a table is returned with all sound file names.

Parameters:

  • idx int Sound index. (optional)

Returns:

    string or table containing sound file names.

Pre-defined Sound Groups

sounds.bird

Bird sounds.

Sounds:

  • bird_01
  • bird_02
  • bird_03
sounds.bite

Bite sounds.

Sounds:

  • apple_bite
sounds.bounce

Bounce sounds.

Sounds:

  • boing
sounds.cat_meow

Cat meow sounds.

Sounds:

  • cat_meow
sounds.coin

Coin sounds.

Sounds:

  • coin
sounds.cow_moo

Cow moo sounds.

Sounds:

  • cow_moo_01
  • cow_moo_02
sounds.dog_bark

Dog bark sounds.

Sounds:

  • dog_bark
sounds.elephant

Elephant sounds.

Sounds:

  • elephant
sounds.entity_hit

Entity hit sounds.

Sounds:

  • entity_hit
sounds.explosion

Explosion sounds.

Sounds:

  • explosion
sounds.frog

Frog sounds.

Sounds:

  • frog
sounds.fuse

Fuse sounds.

Sounds:

  • fuse
sounds.gallop

Gallop sounds.

Sounds:

  • gallop_01
  • gallop_02
sounds.horse_neigh

Horse neigh sounds.

Sounds:

  • horse_neigh_01
  • horse_neigh_02
sounds.horse_snort

Horse snort sounds.

Sounds:

  • horse_snort_01
  • horse_snort_02
sounds.horse
Horse sounds.

Includes sounds from sounds.horse_neigh & sounds.horse_snort.

sounds.pencil

Pencil sounds.

Sounds:

  • pencil_erase
  • pencil_write
sounds.quail

Quail sounds.

Sounds:

  • quail
sounds.rooster

Rooster sounds.

Sounds:

  • rooster
sounds.sheep

Sheep sounds.

Sounds:

  • sheep
sounds.skeleton

Skeleton sounds.

Sounds:

  • skeleton_bones
generated by LDoc 1.4.6-antum-dev Last updated 2022-09-09 18:30:21