ScriptingAmbientSound
From SuperTux
[edit] Summary
An ambient sound that was given a name can be controlled by scripts.
[edit] Instance
An AmbientSound is instantiated by placing a definition inside a level. It can then be accessed by its name from a script or via sector.name from the console.
[edit] Example
In the level file:
(ambient_sound (name "niagara") (x 10) (y 20) (width 100) (height 51) (distance_factor 0.5) (distance_bias 0) (sample "waterfall.wav") (volume 1) )
In a script:
niagara.set_pos(0, 0);
In the console:
sector.niagara.set_pos(18, 35)
[edit] Methods
| set_pos(float x, float y) | Sets the position of the ambient sound |
|---|---|
| get_pos_x() | Returns the x coordinate. |
| get_pos_y() | Returns the y coordinate. |
[edit] Constants
- None
| Scripting reference |
|---|
| Ambient sound · Camera · Candle · Display effect · Floating image · Globals · Level · Level time · Path · Platform · Player · Scripted object · Sector · Sound · Text · Thunderstorm · Tilemap · Will-o-wisp · Wind |
