Class Sound
Hierarchy
- Sound
Index
Constructors
Properties
Accessors
Methods
- attach
To Mesh - clone
- connect
To Sound Track Audio Node - detach
From Mesh - dispose
- get
Audio Buffer - get
Class Name - get
Sound Gain - get
Sound Source - get
Volume - is
Ready - pause
- play
- serialize
- set
Attenuation Function - set
Audio Buffer - set
Directional Cone - set
Local Direction To Mesh - set
Playback Rate - set
Position - set
Volume - stop
- switch
Panning Model To Equal Power - switch
Panning Model ToHRTF - update
Options - Parse
Constructors
constructor
Create a sound and attach it to a scene
Parameters
name: string
Name of your sound
urlOrArrayBuffer: any
Url to the sound to load async or ArrayBuffer, it also works with MediaStreams and AudioBuffers
Optional scene: Nullable<Scene>
defines the scene the sound belongs to
Optional readyToPlayCallback: Nullable<(() => void)>
Provide a callback function if you'd like to load your code once the sound is ready to be played
Optional options: ISoundOptions
Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
Returns Sound
Properties
autoplaySearch playground for autoplay
Does the sound autoplay once loaded.
distance ModelSearch playground for distanceModel
Define the distance attenuation model the sound will follow.
is PausedSearch playground for isPaused
Is this sound currently paused.
is PlayingSearch playground for isPlaying
Is this sound currently played.
max DistanceSearch playground for maxDistance
Define the max distance the sound should be heard (intensity just became 0 at this point).
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the sound.
nameSearch playground for name
The name of the sound in the scene.
on Ended ObservableSearch playground for onEndedObservable
Observable event when the current playing sound finishes.
ref DistanceSearch playground for refDistance
Define the reference distance the sound should be heard perfectly.
rolloff FactorSearch playground for rolloffFactor
Define the roll off factor of spatial sounds.
sound Track IdSearch playground for soundTrackId
The sound track id this sound belongs to.
use Custom AttenuationSearch playground for useCustomAttenuation
Does the sound use a custom attenuation curve to simulate the falloff happening when the source gets further away from the camera.
Accessors
current Time
Gets the current time for the sound.
Returns number
directional Cone Inner Angle
Gets or sets the inner angle for the directional cone.
Returns number
Gets or sets the inner angle for the directional cone.
Parameters
value: number
Returns void
directional Cone Outer Angle
Gets or sets the outer angle for the directional cone.
Returns number
Gets or sets the outer angle for the directional cone.
Parameters
value: number
Returns void
loop
Does the sound loop after it finishes playing once.
Returns boolean
Does the sound loop after it finishes playing once.
Parameters
value: boolean
Returns void
spatial Sound
Does this sound enables spatial sound.
Returns boolean
Does this sound enables spatial sound.
Parameters
newValue: boolean
Returns void
Methods
attach To MeshSearch playground for attachToMesh
Attach the sound to a dedicated mesh
Parameters
transformNode: TransformNode
The transform node to connect the sound with
Returns void
cloneSearch playground for clone
connect To Sound Track Audio NodeSearch playground for connectToSoundTrackAudioNode
Connect this sound to a sound track audio node like gain...
Parameters
soundTrackAudioNode: AudioNode
the sound track audio node to connect to
Returns void
detach From MeshSearch playground for detachFromMesh
Detach the sound from the previously attached mesh
Returns void
disposeSearch playground for dispose
Release the sound and its associated resources
Returns void
get Audio BufferSearch playground for getAudioBuffer
Gets the current underlying audio buffer containing the data
Returns Nullable<AudioBuffer>
the audio buffer
get Class NameSearch playground for getClassName
Get the current class name.
Returns string
current class name
get Sound GainSearch playground for getSoundGain
Gets the WebAudio GainNode, gives you precise control over the gain of instances of this Sound.
Returns Nullable<GainNode>
the gain node
get Sound SourceSearch playground for getSoundSource
Gets the WebAudio AudioBufferSourceNode, lets you keep track of and stop instances of this Sound.
Returns Nullable<AudioBufferSourceNode>
the source node
get VolumeSearch playground for getVolume
Gets the volume of the sound.
Returns number
the volume of the sound
is ReadySearch playground for isReady
Gets if the sounds is ready to be played or not.
Returns boolean
true if ready, otherwise false
pauseSearch playground for pause
Put the sound in pause
Returns void
playSearch playground for play
Play the sound
Parameters
Optional time: number
(optional) Start the sound after X seconds. Start immediately (0) by default.
Optional offset: number
(optional) Start the sound at a specific time in seconds
Optional length: number
(optional) Sound duration (in seconds)
Returns void
serializeSearch playground for serialize
Serializes the Sound in a JSON representation
Returns any
the JSON representation of the sound
set Attenuation FunctionSearch playground for setAttenuationFunction
Sets a new custom attenuation function for the sound.
Parameters
callback: ((currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number)
Defines the function used for the attenuation
Parameters
currentVolume: number
currentDistance: number
maxDistance: number
refDistance: number
rolloffFactor: number
Returns number
Returns void
set Audio BufferSearch playground for setAudioBuffer
Sets the data of the sound from an audiobuffer
Parameters
audioBuffer: AudioBuffer
The audioBuffer containing the data
Returns void
set Directional ConeSearch playground for setDirectionalCone
Transform this sound into a directional source
Parameters
coneInnerAngle: number
Size of the inner cone in degree
coneOuterAngle: number
Size of the outer cone in degree
coneOuterGain: number
Volume of the sound outside the outer cone (between 0.0 and 1.0)
Returns void
set Local Direction To MeshSearch playground for setLocalDirectionToMesh
Sets the local direction of the emitter if spatial sound is enabled
Parameters
newLocalDirection: Vector3
Defines the new local direction
Returns void
set Playback RateSearch playground for setPlaybackRate
Set the sound play back rate
Parameters
newPlaybackRate: number
Define the playback rate the sound should be played at
Returns void
set PositionSearch playground for setPosition
Sets the position of the emitter if spatial sound is enabled
Parameters
newPosition: Vector3
Defines the new position
Returns void
set VolumeSearch playground for setVolume
Sets a dedicated volume for this sounds
Parameters
newVolume: number
Define the new volume of the sound
Optional time: number
Define time for gradual change to new volume
Returns void
stopSearch playground for stop
Stop the sound
Parameters
Optional time: number
(optional) Stop the sound after X seconds. Stop immediately (0) by default.
Returns void
switch Panning Model To Equal PowerSearch playground for switchPanningModelToEqualPower
Switch the panning model to Equal Power: Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
Returns void
switch Panning Model ToHRTFSearch playground for switchPanningModelToHRTF
Switch the panning model to HRTF: Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
Returns void
update OptionsSearch playground for updateOptions
Updates the current sounds options such as maxdistance, loop...
Parameters
options: ISoundOptions
A JSON object containing values named as the object properties
Returns void
Static ParseSearch playground for Parse
Parse a JSON representation of a sound to instantiate in a given scene
Parameters
parsedSound: any
Define the JSON representation of the sound (usually coming from the serialize method)
scene: Scene
Define the scene the new parsed sound should be created in
rootUrl: string
Define the rooturl of the load in case we need to fetch relative dependencies
Optional sourceSound: Sound
Define a sound place holder if do not need to instantiate a new one
Returns Sound
the newly parsed sound
Defines a sound that can be played in the application. The sound can either be an ambient track or a simple sound played in reaction to a user action.
https://doc.babylonjs.com/how_to/playing_sounds_and_music