Audio
Audio is managed using a buffer for the file and numerous instances of that buffer in the scene providing positional audio.
AudioBuffer
Properties
Property | Type | Description |
---|---|---|
File | string | File path to the audio file. Once loaded, this data is saved in the VR scene. |
Example
-- Drag/Drop section BEGINS - Do not edit between BEGINS and ENDS.
local Crash = __Script.dragdrop.Crash
-- Drag/Drop section ENDS
print("File = ", Crash.File)
AudioSound
Properties
Property | Type | Description |
---|---|---|
Activate | boolean | When enabled, activates playback of the sound. Value is automatically returned to false, so the sound can be activated multiple times between frames to create overlapping sounds. |
AudioBuffer | vrnode | Link to the AudioBuffer node to play |
Gain | number | Volume of the sound (0.0 - 2.0) - 1.0 is normal volume |
Relative | boolean | Audio is positional in the scene |
RelativeTo | number | Relative to world (0) or local (0) transform of its Assembly parent |
Directional | boolean | Whether audio is directional (the rotation of the assembly affects perception) |
Example
-- Drag/Drop section BEGINS - Do not edit between BEGINS and ENDS.
local CarHorn = __Script.dragdrop.CarHorn
-- Drag/Drop section ENDS
print(CarHorn.AudioBuffer)
print(CarHorn.Gain)
print(CarHorn.Relative)
print(CarHorn.RelativeTo)
-- Set the audio to be positioned relatively to the listener
CarHorn.Relative = true
-- Set Gain to be 0.75
CarHorn.Gain = 0.75
-- Set it to be RelativeTo world
CarHorn.RelativeTo = 0
-- now trigger the audio sound playback
CarHorn.Activate = true
AudioTrack
Properties
Property | Type | Description |
---|---|---|
State | number | Playback state: stopped (0), playing (1), or paused (2) |
Loop | boolean | Whether to repeat the playback when it ends |
AudioBuffer | vrnode | Link to the AudioBuffer node to play |
Gain | number | Volume of the sound (0.0 - 2.0) - 1.0 is normal volume |
Relative | boolean | Audio is positional in the scene |
RelativeTo | number | Relative to world (0) or local (0) transform of its Assembly parent |
Directional | boolean | Whether audio is directional (the rotation of the assembly affects perception) |
Example
-- Drag/Drop section BEGINS - Do not edit between BEGINS and ENDS.
local Audio = __Script.dragdrop.Audio
-- Drag/Drop section ENDS
-- the Audio Assembly has the AudioTrack as a child, called GlassSmash
print(Audio.GlassSmash.AudioBuffer)
print(Audio.GlassSmash.State)
-- Set the audio to be positioned relatively to the listener
Audio.GlassSmash.Relative = true
-- Set Gain to be 0.75
Audio.GlassSmash.Gain = 0.75
-- Set it to be RelativeTo world
Audio.GlassSmash.RelativeTo = 0
-- now trigger the audio track playback
Audio.GlassSmash.State = 1