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Added notes on runtime manipulation of sound components

Björn Ritzl 4 年之前
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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.
 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
 ## Project configuration
 
 
 The *game.project* file has a few [project settings](/manuals/project-settings#sound) related to sound components.
 The *game.project* file has a few [project settings](/manuals/project-settings#sound) related to sound components.