Difference between revisions of "User:Zorg/Manual:Audio/1"
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{{notice|The examples on the manual pages are kept up-to-date with the latest release-version of Löve. (Unless noted otherwise, usually when working ahead with unreleased functionality only.) | {{notice|The examples on the manual pages are kept up-to-date with the latest release-version of Löve. (Unless noted otherwise, usually when working ahead with unreleased functionality only.) | ||
The examples here aren't the only way of solving the specific issues one might have, just to give ideas on how one could use them.}} | The examples here aren't the only way of solving the specific issues one might have, just to give ideas on how one could use them.}} |
Revision as of 13:25, 4 November 2016
Contents
Sound - Basics
Introduction
So, what's audio?
It's everything regarding sound, a game's background music, ambience, effects, voice acting.
How does LÖVE do it?
Löve has two namespaces for sound related objects and methods. love.sound and love.audio.
To understand what's happening, consult the image to the right.
SoundData
are objects that contain individual sound samples. Either short sounds or they can hold even long tracks as well, though they would use a lot of RAM, since they are decoded into samplepoints.
Examples
Our vocal player
Insert baker Sven joke here...
local source = love.audio.newSource('sound.ogg')