API Reference

Class List

pc.SoundSlot

Extends: pc.EventHandler

The SoundSlot controls playback of an audio asset.

Summary

Properties

asset

The asset id.

autoPlay

If true the slot will begin playing as soon as it is loaded.

duration

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

instances

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

isLoaded

Returns true if the asset of the slot is loaded.

isPaused

Returns true if the slot is currently paused.

isPlaying

Returns true if the slot is currently playing.

isStopped

Returns true if the slot is currently stopped.

loop

If true the slot will restart when it finishes playing.

name

The name of the slot.

overlap

If true then sounds played from slot will be played independently of each other.

pitch

The pitch modifier to play the sound with.

startTime

The start time from which the sound will start playing.

volume

The volume modifier to play the sound with.

Methods

clearExternalNodes

Clears any external nodes set by pc.SoundSlot#setExternalNodes.

getExternalNodes

Gets an array that contains the two external nodes set by pc.SoundSlot#setExternalNodes.

load

Loads the asset assigned to this slot.

pause

Pauses all sound instances.

play

Plays a sound.

resume

Resumes playback of all paused sound instances.

setExternalNodes

Connect external Web Audio API nodes.

stop

Stops playback of all sound instances.

Events

load

Fired when the asset assigned to the slot is loaded.

pause

Fired when a sound instance is paused.

play

Fired when a sound instance starts playing.

resume

Fired when a sound instance is resumed.

stop

Fired when a sound instance is stopped.

Inherited

Methods

fire

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

hasEvent

Test if there are any handlers bound to an event name.

off

Detach an event handler from an event.

on

Attach an event handler to an event.

once

Attach an event handler to an event.

Details

Constructor

SoundSlot(component, name, options)

Create a new SoundSlot.

Parameters

componentpc.SoundComponent

The Component that created this slot.

namestring

The name of the slot.

optionsobject

Settings for the slot.

options.volumenumber

The playback volume, between 0 and 1.

options.pitchnumber

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

options.loopboolean

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

options.startTimenumber

The start time from which the sound will start playing.

options.durationnumber

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

options.overlapboolean

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.

options.autoPlayboolean

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

options.assetnumber

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

Properties

number, nullasset

The asset id.

booleanautoPlay

If true the slot will begin playing as soon as it is loaded.

numberduration

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

pc.SoundInstance[]instances

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

booleanisLoaded

Returns true if the asset of the slot is loaded.

booleanisPaused

Returns true if the slot is currently paused.

booleanisPlaying

Returns true if the slot is currently playing.

booleanisStopped

Returns true if the slot is currently stopped.

booleanloop

If true the slot will restart when it finishes playing.

stringname

The name of the slot.

booleanoverlap

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.

numberpitch

The pitch modifier to play the sound with. Must be larger than 0.01.

numberstartTime

The start time from which the sound will start playing.

numbervolume

The volume modifier to play the sound with. In range 0-1.

Methods

clearExternalNodes()

Clears any external nodes set by pc.SoundSlot#setExternalNodes.

getExternalNodes()

Gets an array that contains the two external nodes set by pc.SoundSlot#setExternalNodes.

Returns

AudioNode[]

An array of 2 elements that contains the first and last nodes set by pc.SoundSlot#setExternalNodes.

load()

Loads the asset assigned to this slot.

pause()

Pauses all sound instances. To continue playback call pc.SoundSlot#resume.

Returns

boolean

True if the sound instances paused successfully, false otherwise.

play()

Plays a sound. If pc.SoundSlot#overlap is true the new sound instance will be played independently of any other instances already playing. Otherwise existing sound instances will stop before playing the new sound.

Returns

pc.SoundInstance

The new sound instance.

resume()

Resumes playback of all paused sound instances.

Returns

boolean

True if any instances were resumed.

setExternalNodes(firstNode, [lastNode])

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).

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

Parameters

firstNodeAudioNode

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

lastNodeAudioNode

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.

stop()

Stops playback of all sound instances.

Returns

boolean

True if any instances were stopped.

Events

load

Fired when the asset assigned to the slot is loaded.

Parameters

soundpc.Sound

The sound resource that was loaded.

pause

Fired when a sound instance is paused.

Parameters

instancepc.SoundInstance

The instance that was paused created to play the sound.

play

Fired when a sound instance starts playing.

Parameters

instancepc.SoundInstance

The instance that started playing.

resume

Fired when a sound instance is resumed..

Parameters

instancepc.SoundInstance

The instance that was resumed.

stop

Fired when a sound instance is stopped.

Parameters

instancepc.SoundInstance

The instance that was stopped.

Inherited

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

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

obj.fire('test', 'This is the message');

Parameters

nameobject

Name of event to fire.

arg1*

First argument that is passed to the event handler.

arg2*

Second argument that is passed to the event handler.

arg3*

Third argument that is passed to the event handler.

arg4*

Fourth argument that is passed to the event handler.

arg5*

Fifth argument that is passed to the event handler.

arg6*

Sixth argument that is passed to the event handler.

arg7*

Seventh argument that is passed to the event handler.

arg8*

Eighth argument that is passed to the event handler.

Returns

pc.EventHandler

Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name.

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

namestring

The name of the event to test.

Returns

boolean

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

off([name], [callback], [scope])

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.

var 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 hander functions, called 'test' with scope this

Parameters

namestring

Name of the event to unbind.

callbackpc.callbacks.HandleEvent

Function to be unbound.

scopeobject

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

Returns

pc.EventHandler

Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event.

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console

Parameters

namestring

Name of the event to bind the callback to.

callbackpc.callbacks.HandleEvent

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

scopeobject

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

Returns

pc.EventHandler

Self for chaining.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

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

Parameters

namestring

Name of the event to bind the callback to.

callbackpc.callbacks.HandleEvent

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

scopeobject

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

Returns

pc.EventHandler

Self for chaining.