API Reference

Class List

pc.SoundSlot

Extends: pc.EventHandler

The SoundSlot controls playback of an audio asset.

Summary

Properties

assetThe asset id
autoPlayIf true the slot will begin playing as soon as it is loaded
durationThe duration of the sound that the slot will play starting from startTime.
instancesAn array that contains all the pc.SoundInstances currently being played by the slot.
isLoadedReturns true if the asset of the slot is loaded.
isPausedReturns true if the slot is currently paused.
isPlayingReturns true if the slot is currently playing.
isStoppedReturns true if the slot is currently stopped.
loopIf true the slot will restart when it finishes playing
nameThe name of the slot
overlapIf true then sounds played from slot will be played independently of each other.
pitchThe pitch modifier to play the sound with.
startTimeThe start time from which the sound will start playing.
volumeThe volume modifier to play the sound with.

Methods

clearExternalNodesClears any external nodes set by pc.SoundSlot#setExternalNodes.
getExternalNodesGets an array that contains the two external nodes set by pc.SoundSlot#setExternalNodes.
loadLoads the asset assigned to this slot.
pausePauses all sound instances.
playPlays a sound.
resumeResumes playback of all paused sound instances.
setExternalNodesConnect external Web Audio API nodes.
stopStops playback of all sound instances.

Events

loadFired when the asset assigned to the slot is loaded
pauseFired when a sound instance is paused.
playFired when a sound instance starts playing
resumeFired when a sound instance is resumed.
stopFired when a sound instance is stopped.

Inherited

Methods

fireFire an event, all additional arguments are passed on to the event listener
hasEventTest if there are any handlers bound to an event name
offDetach an event handler from an event.
onAttach an event handler to an event
onceAttach an event handler to an event.

Details

Constructor

SoundSlot(component, name, options)

Create a new SoundSlot

Parameters

componentpc.SoundComponentThe Component that created this slot.
nameStringThe name of the slot.
optionsObjectSettings for the slot
options.volumeNumberThe playback volume, between 0 and 1.
options.pitchNumberThe relative pitch, default of 1, plays at normal pitch.
options.loopBooleanIf true the sound will restart when it reaches the end.
options.startTimeNumberThe start time from which the sound will start playing.
options.durationNumberThe duration of the sound that the slot will play starting from startTime.
options.overlapBooleanIf 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.autoPlayBooleanIf true the slot will start playing as soon as its audio asset is loaded.
options.assetNumberThe asset id of the audio asset that is going to be played by this slot.

Properties

Stringasset

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

firstNodeAudioNodeThe first node that will be connected to the audio source of sound instances.
lastNodeAudioNodeThe 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.SoundThe sound resource that was loaded

pause

Fired when a sound instance is paused.

Parameters

instancepc.SoundInstanceThe instance that was paused created to play the sound

play

Fired when a sound instance starts playing

Parameters

instancepc.SoundInstanceThe instance that started playing

resume

Fired when a sound instance is resumed..

Parameters

instancepc.SoundInstanceThe instance that was resumed

stop

Fired when a sound instance is stopped.

Parameters

instancepc.SoundInstanceThe 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

nameObjectName 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

nameStringThe 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

nameStringName of the event to unbind
callbackpc.callbacks.HandleEventFunction to be unbound.
scopeObjectScope 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

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject 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

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.