Module d2d.sdl2.Sound
Sound
Functions
Name | Description |
chunkVolume()
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Gets the volume that all chunks will play at
Chunks are all at the same volume; there is no implementation to control the volume of an individual chunk
TODO possibly implement Mix_VolumeChunk?
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chunkVolume(volume)
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Sets the volume that all chunks will play at
Chunks are all at the same volume; there is no implementation to control the volume of an individual chunk
TODO possibly implement Mix_VolumeChunk?
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musicVolume(volume)
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Sets the volume that the music will play at
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musicVolume()
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Gets the volume that the music will play at
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pause()
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Pauses all sounds of a type
There is no implementation to pause certain sounds selectively
Only the music is individually controllable
For chunks, chunks are collectively paused and unpaused
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resume()
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Resumes all sounds of a type
There is no implementation to resume certain sounds selectively
Only the music is individually controllable
For chunks, chunks are collectively paused and unpaused
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Classes
Name | Description |
Sound
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A sound is, as its name suggests, something that can be played and make a noise
Sounds are templated and can either be chunks or musics
A chunk sound is a short sound that is usually a sound effect or something quick; many chunks can play at once
A chunk will only play once
A music is something that usually plays for longer and is usually something like background music; only one sound can play at once
A music will loop infinitely until destroyed
This sound is a primitive port from SDL and doesn't allow for much control
There is no constructor for a sound from an already existing Mix_Chunk or Mix_Music because it may have unintended behaviour
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Enums
Name | Description |
SoundType
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The two types of sounds there are
Chunks are for sound effects and for shorter sounds
Musics are for longer sounds such as background music
Multiple chunks can play at once, but only one music can be playing at a time
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