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

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== Manual - Audio ==
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= LÖVE Manual - Sound and Audio =
{{notice|The examples on this page are kept up-to-date with the latest release version of löve. (Unless noted otherwise, usually when working ahead with unreleased functionality only.)
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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.)
 
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.}}
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== Introduction ==
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So, what's audio?
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It's everything regarding sound, a game's background music, ambience, effects, voice acting.
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== How does LÖVE do it? ==
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Löve has two namespaces for sound related objects and methods. [[love.sound]] and [[love.audio]].
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To understand what's happening, consult the image to the right.
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=== SoundData ===
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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.
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== Examples ==
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=== Our vocal player ===
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Insert baker Sven joke here...
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<source lang="lua">
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local source = love.audio.newSource('sound.ogg')
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</source>

Revision as of 20:47, 3 November 2016

LÖVE Manual - Sound and Audio

O.png 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

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')