Audio
Audio is a CoreObject that wrap sound files. Most properties are exposed in the UI and can be set when placed in the editor, but some functionality (such as playback with fade in/out) requires Lua scripting.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
isPlaying |
boolean |
Returns if the sound is currently playing. | Read-Only |
length |
number |
Returns the length (in seconds) of the Sound. | Read-Only |
currentPlaybackTime |
number |
Returns the playback position (in seconds) of the sound. | Read-Only |
isSpatializationEnabled |
boolean |
Default true. Set to false to play sound without 3D positioning. | Read-Write |
isAttenuationEnabled |
boolean |
Default true, meaning sounds will fade with distance. | Read-Write |
isOcclusionEnabled |
boolean |
Default true. Changes attenuation if there is geometry between the player and the audio source. | Read-Write |
isAutoPlayEnabled |
boolean |
Default false. If set to true when placed in the editor (or included in a template), the sound will be automatically played when loaded. | Read-Only |
isTransient |
boolean |
Default false. If set to true, the sound will automatically destroy itself after it finishes playing. | Read-Write |
isAutoRepeatEnabled |
boolean |
Loops when playback has finished. Some sounds are designed to automatically loop, this flag will force others that don't. Useful for looping music. | Read-Write |
pitch |
number |
Default 1. Multiplies the playback pitch of a sound. Note that some sounds have clamped pitch ranges (0.2 to 1). | Read-Write |
volume |
number |
Default 1. Multiplies the playback volume of a sound. Note that values above 1 can distort sound, so if you're trying to balance sounds, experiment to see if scaling down works better than scaling up. | Read-Write |
radius |
number |
Default 0. If non-zero, will override default 3D spatial parameters of the sound. Radius is the distance away from the sound position that will be played at 100% volume. | Read-Write |
falloff |
number |
Default 0. If non-zero, will override default 3D spatial parameters of the sound. Falloff is the distance outside the radius over which the sound volume will gradually fall to zero. | Read-Write |
fadeInTime |
number |
Sets the fade in time for the audio. When the audio is played, it will start at zero volume, and fade in over this many seconds. | Read-Write |
fadeOutTime |
number |
Sets the fadeout time of the audio. When the audio is stopped, it will keep playing for this many seconds, as it fades out. | Read-Write |
startTime |
number |
The start time of the audio track. Default is 0. Setting this to anything else means that the audio will skip ahead that many seconds when played. | Read-Write |
stopTime |
number |
The stop time of the audio track. Default is 0. A positive value means that the audio will stop that many seconds from the start of the track, including any fade out time. | Read-Write |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
Play() |
None |
Begins sound playback. | None |
Stop() |
None |
Stops sound playback. | None |
FadeIn(number time) |
None |
Starts playing and fades in the sound over the given time. | None |
FadeOut(number time) |
None |
Fades the sound out and stops over time seconds. | None |
Examples
Example using:
Play
Stop
FadeIn
FadeOut
isPlaying
In this example, a random song from a folder containing a list of songs is picked and played for 10 seconds before another song is picked at random.
-- Client script
-- The folder containing a list of songs to pick from.
local musicFolder = script:GetCustomProperty("music"):WaitForObject()
-- The time a song is allowed to player for.
local allowedPlayTime = 10
-- If the song should fade in and out.
local fadeInOut = true
-- Duration of the fade in and out.
local fadeInTime = 1
local fadeOutTime = 1
local songs = musicFolder:GetChildren()
local current
local totalPlayTime = 0
-- Attempt to find a song that wasn't played previously.
local function GetRandomSong()
local song
if current == nil then
song = songs[math.random(1, #songs)]
else
if #songs == 1 then
song = songs[1]
else
repeat
song = songs[math.random(1, #songs)]
until song ~= current
end
end
return song
end
local function PlaySong()
if current ~= nil then
if fadeInOut then
current:FadeOut(fadeOutTime)
else
current:Stop()
end
end
totalPlayTime = 0
current = GetRandomSong()
if fadeInOut then
current:FadeIn(fadeInTime)
else
current:Play()
end
end
-- Keep track of how long the song has been playing for.
function Tick(dt)
if current ~= nil then
if totalPlayTime > allowedPlayTime then
PlaySong()
else
if not current.isPlaying then
totalPlayTime = 0
else
totalPlayTime = totalPlayTime + dt
end
end
end
end
PlaySong()
See also: CoreObject.GetCustomProperty | CoreLua.Tick
Example using:
pitch
isPlaying
Play
In this client script the pitch of a piano note is modified over time to give it a vibrato-like effect.
local SFX = script:GetCustomProperty("PianoSampledInstrument01"):WaitForObject()
local PITCH_CHANGE = 200
local DURATION = 0.25
local elapsedTime = 0
function PlayWithLinearVibrato()
SFX.pitch = 0
SFX:Play()
elapsedTime = 0
end
function Tick(deltaTime)
if SFX.isPlaying and elapsedTime < DURATION then
elapsedTime = elapsedTime + deltaTime
if elapsedTime > DURATION then
elapsedTime = DURATION
end
-- Linear modification of pitch over time
SFX.pitch = PITCH_CHANGE * elapsedTime / DURATION
print("pitch = " .. SFX.pitch)
end
end
Task.Wait(1)
PlayWithLinearVibrato()
See also: CoreObject.GetCustomProperty | CoreObjectReference.WaitForObject | CoreLua.Tick | Task.Wait
Last update:
November 29, 2021