Engine API Reference - v2.6.1
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    Class SoundComponent

    The SoundComponent enables an Entity to play audio. The SoundComponent can manage multiple SoundSlots, each of which can play a different audio asset with its own set of properties such as volume, pitch, and looping behavior.

    The SoundComponent supports positional audio, meaning that the sound can be played relative to the Entity's position in 3D space. This is useful for creating immersive audio experiences where the sound's volume and panning are affected by the listener's position and orientation. Positional audio requires that an Entity with an AudioListenerComponent be added to the scene.

    You should never need to use the SoundComponent constructor directly. To add a SoundComponent to an Entity, use Entity#addComponent:

    const entity = new pc.Entity();
    entity.addComponent('sound', {
    volume: 0.8,
    positional: true
    });

    Once the SoundComponent is added to the entity, you can access it via the sound property:

    entity.sound.volume = 0.9;  // Set the volume for all sounds

    console.log(entity.sound.volume); // Get the volume and print it

    Add individual sounds by creating sound slots on the component:

    entity.sound.addSlot('beep', {
    asset: asset
    });

    Relevant Engine API examples:

    Hierarchy (View Summary)

    Index

    Properties

    entity: Entity

    The Entity that this Component is attached to.

    The ComponentSystem used to create this Component.

    Accessors

    • get maxDistance(): number

      Gets the maximum distance from the listener at which audio falloff stops.

      Returns number

    • set maxDistance(value: number): void

      Sets the maximum distance from the listener at which audio falloff stops. Note that the volume of the audio is not 0 after this distance, but just doesn't fall off anymore. Defaults to 10000.

      Parameters

      • value: number

      Returns void

    • get refDistance(): number

      Gets the reference distance for reducing volume as the sound source moves further from the listener.

      Returns number

    • set refDistance(value: number): void

      Sets the reference distance for reducing volume as the sound source moves further from the listener. Defaults to 1.

      Parameters

      • value: number

      Returns void

    Methods

    • Creates a new SoundSlot with the specified name.

      Parameters

      • name: string

        The name of the slot.

      • 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. Defaults to false.

        • Optionalduration?: number

          The duration of the sound that the slot will play starting from startTime. Defaults to null which means play to end of the sound.

        • Optionalloop?: boolean

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

        • 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. Defaults to false.

        • Optionalpitch?: number

          The relative pitch. Defaults to 1 (plays at normal pitch).

        • OptionalstartTime?: number

          The start time from which the sound will start playing. Defaults to 0 to start at the beginning.

        • Optionalvolume?: number

          The playback volume, between 0 and 1. Defaults to 1.

      Returns null | SoundSlot

      The new slot or null if the slot already exists.

      // get an asset by id
      const asset = app.assets.get(10);
      // add a slot
      this.entity.sound.addSlot('beep', {
      asset: asset
      });
      // play
      this.entity.sound.play('beep');
    • 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', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Returns true if the asset of the slot with the specified name is loaded..

      Parameters

      • name: string

        The name of the SoundSlot to look for.

      Returns boolean

      True if the slot with the specified name exists and its asset is loaded.

    • Returns true if the slot with the specified name is currently paused.

      Parameters

      • name: string

        The name of the SoundSlot to look for.

      Returns boolean

      True if the slot with the specified name exists and is currently paused.

    • Returns true if the slot with the specified name is currently playing.

      Parameters

      • name: string

        The name of the SoundSlot to look for.

      Returns boolean

      True if the slot with the specified name exists and is currently playing.

    • Returns true if the slot with the specified name is currently stopped.

      Parameters

      • name: string

        The name of the SoundSlot to look for.

      Returns boolean

      True if the slot with the specified name exists and is currently stopped.

    • 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: any

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

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      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: any = ...

        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', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (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: any = ...

        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', (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
    • Pauses playback of the slot with the specified name. If the name is undefined then all slots currently played will be paused. The slots can be resumed by calling SoundComponent#resume.

      Parameters

      • Optionalname: string

        The name of the slot to pause. Leave undefined to pause everything.

      Returns void

      // pause all sounds
      this.entity.sound.pause();
      // pause a specific sound
      this.entity.sound.pause('beep');
    • Begins playing the sound slot with the specified name. The slot will restart playing if it is already playing unless the overlap field is true in which case a new sound will be created and played.

      Parameters

      • name: string

        The name of the SoundSlot to play.

      Returns null | SoundInstance

      The sound instance that will be played. Returns null if the component or its parent entity is disabled or if the SoundComponent has no slot with the specified name.

      // get asset by id
      const asset = app.assets.get(10);
      // create a slot and play it
      this.entity.sound.addSlot('beep', {
      asset: asset
      });
      this.entity.sound.play('beep');
    • Removes the SoundSlot with the specified name.

      Parameters

      • name: string

        The name of the slot.

      Returns void

      // remove a slot called 'beep'
      this.entity.sound.removeSlot('beep');
    • Resumes playback of the sound slot with the specified name if it's paused. If no name is specified all slots will be resumed.

      Parameters

      • Optionalname: string

        The name of the slot to resume. Leave undefined to resume everything.

      Returns void

      // resume all sounds
      this.entity.sound.resume();
      // resume a specific sound
      this.entity.sound.resume('beep');
    • Returns the slot with the specified name.

      Parameters

      • name: string

        The name of the slot.

      Returns undefined | SoundSlot

      The slot.

      // get a slot and set its volume
      this.entity.sound.slot('beep').volume = 0.5;
    • Stops playback of the sound slot with the specified name if it's paused. If no name is specified all slots will be stopped.

      Parameters

      • Optionalname: string

        The name of the slot to stop. Leave undefined to stop everything.

      Returns void

      // stop all sounds
      this.entity.sound.stop();
      // stop a specific sound
      this.entity.sound.stop('beep');

    Events

    EVENT_END: string = 'end'

    Fired when a sound instance stops playing because it reached its end. The handler is passed the SoundSlot and the SoundInstance that ended.

    entity.sound.on('end', (slot, instance) => {
    console.log(`Sound ${slot.name} ended`);
    });
    EVENT_PAUSE: string = 'pause'

    Fired when a sound instance is paused. The handler is passed the SoundSlot and the SoundInstance that was paused.

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

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

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

    Fired when a sound instance is resumed. The handler is passed the SoundSlot and the SoundInstance that was resumed.

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

    Fired when a sound instance is stopped. The handler is passed the SoundSlot and the SoundInstance that was stopped.

    entity.sound.on('stop', (slot, instance) => {
    console.log(`Sound ${slot.name} stopped`);
    });