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Difference between revisions of "ScriptingAmbientSound"

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== Instance ==
 
== Instance ==
An <tt>AmbientSound</tt> is instantiated by placing a definition inside a level. It can then be accessed by its <tt>name</tt> from a script or via <tt>sector.<i>name</i></tt> from the console.
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An <tt>AmbientSound</tt> is instantiated by placing a definition inside a level. It can then be accessed by its <tt>name</tt> from a script or via <tt>sector.''name''</tt> from the console.
  
 
=== Example ===
 
=== Example ===
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== Constants ==
 
== Constants ==
  
None
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* ''None''
  
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{{Navbox Scripting reference}}
 
[[Category:Scripting Reference]]
 
[[Category:Scripting Reference]]

Latest revision as of 11:18, 23 January 2010


Summary

An ambient sound that was given a name can be controlled by scripts.

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.

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)

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.

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