The SoundSlot controls playback of an audio asset.

Hierarchy (View Summary)

Constructors

  • Create a new SoundSlot.

    Parameters

    • component: SoundComponent

      The Component that created this slot.

    • Optionalname: string = 'Untitled'

      The name of the slot. Defaults to 'Untitled'.

    • Optionaloptions: {
          asset?: number;
          autoPlay?: boolean;
          duration?: number;
          loop?: boolean;
          overlap?: boolean;
          pitch?: number;
          startTime?: number;
          volume?: number;
      } = {}

      Settings for the slot.

      • Optionalasset?: number

        The asset id of the audio asset that is going to be played by this slot.

      • OptionalautoPlay?: boolean

        If true, the slot will start playing as soon as its audio asset is loaded.

      • Optionalduration?: number

        The duration of the sound that the slot will play starting from startTime.

      • Optionalloop?: boolean

        If true, the sound will restart when it reaches the end.

      • Optionaloverlap?: boolean

        If true, then sounds played from slot will be played independently of each other. Otherwise the slot will first stop the current sound before starting the new one.

      • Optionalpitch?: number

        The relative pitch, default of 1, plays at normal pitch.

      • OptionalstartTime?: number

        The start time from which the sound will start playing.

      • Optionalvolume?: number

        The playback volume, between 0 and 1.

    Returns SoundSlot

Properties

instances: SoundInstance[] = []

An array that contains all the SoundInstances currently being played by the slot.

name: string

The name of the slot.

Accessors

Methods

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optionalarg1: any

      First argument that is passed to the event handler.

    • Optionalarg2: any

      Second argument that is passed to the event handler.

    • Optionalarg3: any

      Third argument that is passed to the event handler.

    • Optionalarg4: any

      Fourth argument that is passed to the event handler.

    • Optionalarg5: any

      Fifth argument that is passed to the event handler.

    • Optionalarg6: any

      Sixth argument that is passed to the event handler.

    • Optionalarg7: any

      Seventh argument that is passed to the event handler.

    • Optionalarg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    obj.on('test', function () { }); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

    Parameters

    • Optionalname: string

      Name of the event to unbind.

    • Optionalcallback: HandleEventCallback

      Function to be unbound.

    • Optionalscope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    const handler = function () {
    };
    obj.on('test', handler);

    obj.off(); // Removes all events
    obj.off('test'); // Removes all events called 'test'
    obj.off('test', handler); // Removes all handler functions, called 'test'
    obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    Can be used for removing event in the future.

    obj.on('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    const evt = obj.on('test', function (a, b) {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.
    obj.once('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    obj.fire('test', 1, 2); // not going to get handled
  • Connect external Web Audio API nodes. Any sound played by this slot will automatically attach the specified nodes to the source that plays the sound. You need to pass the first node of the node graph that you created externally and the last node of that graph. The first node will be connected to the audio source and the last node will be connected to the destination of the AudioContext (e.g. speakers).

    Parameters

    • firstNode: AudioNode

      The first node that will be connected to the audio source of sound instances.

    • OptionallastNode: AudioNode

      The last node that will be connected to the destination of the AudioContext. If unspecified then the firstNode will be connected to the destination instead.

    Returns void

    const context = app.systems.sound.context;
    const analyzer = context.createAnalyzer();
    const distortion = context.createWaveShaper();
    const filter = context.createBiquadFilter();
    analyzer.connect(distortion);
    distortion.connect(filter);
    slot.setExternalNodes(analyzer, filter);

Events

EVENT_LOAD: string = 'load'

Fired when the sound Asset assigned to the slot is loaded. The handler is passed the loaded Sound resource.

slot.on('load', (sound) => {
console.log('Sound resource loaded');
});
EVENT_PAUSE: string = 'pause'

Fired when a SoundInstance is paused on a slot. The handler is passed the sound instance that is paused.

slot.on('pause', (instance) => {
console.log('Sound instance paused');
});
EVENT_PLAY: string = 'play'

Fired when a SoundInstance starts playing on a slot. The handler is passed the sound instance that started playing.

slot.on('play', (instance) => {
console.log('Sound instance started playing');
});
EVENT_RESUME: string = 'resume'

Fired when a SoundInstance is resumed on a slot. The handler is passed the sound instance that is resumed.

slot.on('resume', (instance) => {
console.log('Sound instance resumed');
});
EVENT_STOP: string = 'stop'

Fired when a SoundInstance is stopped on a slot. The handler is passed the sound instance that is stopped.

slot.on('stop', (instance) => {
console.log('Sound instance stopped');
});