Difference between revisions of "User:Zorg/Manual:Audio/1"

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=[[User:Zorg/Manual|Sound - Basics]]=
 
=[[User:Zorg/Manual|Sound - Basics]]=
{{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.}}
 
  
 
== Introduction ==
 
== Introduction ==

Revision as of 16:39, 12 November 2016

Sound - Basics

Introduction

So, what's audio?

It's everything regarding sound, a game's background music, ambience, effects, voice acting.

Most released games that had any amount of work put into them have audio in one way or another, with the two exceptions being art-games that have no audio for some philosophical reason, or really old pong-era games where there wasn't a way to have it.

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')

Now that we have a source we'll want to play the sound. Thankfully, there's a function called Source:play() which does just that.

source:play()

(Insert humor here). When play() is called, the sound will continue to play until it reaches the end of the sound. You only have to call play once, to start it.

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