Audio - tiancode/GamePlay GitHub Wiki
You can integrate 3-D audio into your game using the audio services supported by gameplay. The framework uses a very traditional way of representing audio. The gameplay::AudioController
manages all of the playing audio sources.
Creating an AudioSource
An AudioSource can be created from audio files or from a .audio
property file. You can either use.ogg
audio files that are compressed and that use less memory. You can also use larger uncompressed PCM .wav
files.
AudioSource* wheelsSound = AudioSource::create("res/longboard.wav");
AudioSource* backgroundMusic = AudioSource::create("res/music.ogg");
Playing the AudioSource
To play an audio source:
wheelsSound->play();
Updating the AudioListener
By default, the AudioListener
is bound to the active camera of the scene. You can manually bind the camera to the gameplay::AudioListener
using gameplay::AudioListener::setCamera()
.
Audio Properties
The gameplay::AudioSource
class has methods for modifying the properties of the AudioSource, such as pitch, gain, and velocity.
Audio sources can be loaded from .audio
property files to make it easier to set these properties.
audio fireball
{
path = res/audio/fireball.wav
looped = false
gain = 0.7
pitch = 0.5
velocity = 0.5 0.0 1.0
}
To load an AudioSource from a property file in C++.
AudioSource* source = AudioSource::create("res/game.audio#fireball");
Binding an AudioSource to a node
An AudioSource
can be bound to a Node
in your scene using Node::setAudioSource()
. The position of the audio source is automatically updated when the node is transformed.