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Added notes on runtime manipulation of sound components

Björn Ritzl 4 jaren geleden
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      docs/en/manuals/sound.md

+ 23 - 0
docs/en/manuals/sound.md

@@ -186,6 +186,29 @@ msg.post("/sound_gate#script", "play_gated_sound", { soundcomponent = "/sounds#e
 It does not work to have the gate listen to `play_sound` messages since that name is reserved by the Defold engine. You will get unexpected behavior if you use reserved message names.
 :::
 
+
+## Runtime manipulation
+You can manipulate sounds in runtime through a number of different properties (refer to the [API docs for usage](/ref/sound/)). The following properties can be manipulated using `go.get()` and `go.set()`:
+
+`gain`
+: The gain for the sound component (`number`).
+
+`pan`
+: The pan for the sound component (`number`). The pan must be a value between -1 (-45 degrees left) and 1 (45 degrees right).
+
+`speed`
+: The speed for the sound component (`number`). A value of 1.0 is normal speed, 0.5 is half speed and 2.0 is double speed.
+
+`sound`
+: The resource path to the sound (`hash`). You can use the resource path to change the sound using `resource.set_sound(path, buffer)`. Example:
+
+```lua
+local boom = sys.load_resource("/sounds/boom.wav")
+local path = go.get("#sound", "sound")
+resource.set_sound(path, boom)
+```
+
+
 ## Project configuration
 
 The *game.project* file has a few [project settings](/manuals/project-settings#sound) related to sound components.