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diff --git a/manuals/chickadee/Audio-Files.html b/manuals/chickadee/Audio-Files.html deleted file mode 100644 index a4d7994..0000000 --- a/manuals/chickadee/Audio-Files.html +++ /dev/null @@ -1,221 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> -<html> -<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu - -Permission is granted to copy, distribute and/or modify this document -under the terms of the GNU Free Documentation License, Version 1.3 -or any later version published by the Free Software Foundation; -with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. -A copy of the license is included in the section entitled "GNU -Free Documentation License". - -A copy of the license is also available from the Free Software -Foundation Web site at http://www.gnu.org/licenses/fdl.html. - - -* Chickadee: (chickadee). Game programming toolkit for Guile. - -The document was typeset with -http://www.texinfo.org/ (GNU Texinfo). - --> -<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ --> -<head> -<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> -<title>Audio Files (The Chickadee Game Toolkit)</title> - -<meta name="description" content="Audio Files (The Chickadee Game Toolkit)" /> -<meta name="keywords" content="Audio Files (The Chickadee Game Toolkit)" /> -<meta name="resource-type" content="document" /> -<meta name="distribution" content="global" /> -<meta name="Generator" content="makeinfo" /> -<link href="index.html" rel="start" title="Top" /> -<link href="Index.html" rel="index" title="Index" /> -<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" /> -<link href="Audio.html" rel="up" title="Audio" /> -<link href="Sources.html" rel="next" title="Sources" /> -<link href="Audio.html" rel="prev" title="Audio" /> -<style type="text/css"> -<!-- -a.summary-letter {text-decoration: none} -blockquote.indentedblock {margin-right: 0em} -div.display {margin-left: 3.2em} -div.example {margin-left: 3.2em} -div.lisp {margin-left: 3.2em} -kbd {font-style: oblique} -pre.display {font-family: inherit} -pre.format {font-family: inherit} -pre.menu-comment {font-family: serif} -pre.menu-preformatted {font-family: serif} -span.nolinebreak {white-space: nowrap} -span.roman {font-family: initial; font-weight: normal} -span.sansserif {font-family: sans-serif; font-weight: normal} -ul.no-bullet {list-style: none} -@media (min-width: 1140px) { - body { - margin-left: 14rem; - margin-right: 4rem; - max-width: 52rem; - } -} - -@media (min-width: 800px) and (max-width: 1140px) { - body { - margin-left: 6rem; - margin-right: 4rem; - max-width: 52rem; - } -} - -@media (max-width: 800px) { - body { - margin: 1rem; - } -} - ---> -</style> -<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" /> - - -</head> - -<body lang="en"> -<span id="Audio-Files"></span><div class="header"> -<p> -Next: <a href="Sources.html" accesskey="n" rel="next">Sources</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> -</div> -<hr /> -<span id="Audio-Files-1"></span><h4 class="subsection">5.4.1 Audio Files</h4> - -<p>Sound data is represented by a special <code><audio></code> data type that -stores not only the audio samples themselves, but metadata such as -sample rate, number of channels, and how many bits are used for each -sample. -</p> -<dl> -<dt id="index-load_002daudio">Procedure: <strong>load-audio</strong> <em>file-name [#:mode <code>static</code>]</em></dt> -<dd><p>Load audio within <var>file-name</var>. The following file formats are -currently supported: -</p> -<ul> -<li> WAV -</li><li> MP3 -</li><li> Ogg Vorbis -</li></ul> - -<p>Audio files can be loaded in two different ways, as indicated by -<var>mode</var>: -</p> -<ul> -<li> static: -Load the entire audio file into memory. -</li><li> stream: -Load chunks of the audio file as needed. -</li></ul> - -<p>Generally speaking, sound effects don’t take up much space and should -be loaded statically, but music files are much larger and should use -streaming. Static loading is the default. -</p></dd></dl> - -<dl> -<dt id="index-audio_003f">Procedure: <strong>audio?</strong> <em><var>obj</var></em></dt> -<dd><p>Return <code>#t</code> if <var>obj</var> is an audio object. -</p></dd></dl> - -<dl> -<dt id="index-streaming_002daudio_003f">Procedure: <strong>streaming-audio?</strong> <em><var>audio</var></em></dt> -<dd><p>Return <code>#t</code> if <var>audio</var> uses stream loading. -</p></dd></dl> - -<dl> -<dt id="index-static_002daudio_003f">Procedure: <strong>static-audio?</strong></dt> -<dd><p>Return <code>#t</code> if <var>audio</var> uses static loading. -</p></dd></dl> - -<dl> -<dt id="index-audio_002dmode">Procedure: <strong>audio-mode</strong> <em>audio</em></dt> -<dd><p>Return the loading mode for <var>audio</var>, either <code>static</code> or -<code>stream</code>. -</p></dd></dl> - -<dl> -<dt id="index-audio_002dduration">Procedure: <strong>audio-duration</strong> <em>audio</em></dt> -<dd><p>Return the duration of <var>audio</var> in seconds. -</p></dd></dl> - -<dl> -<dt id="index-audio_002dbits_002dper_002dsample">Procedure: <strong>audio-bits-per-sample</strong> <em>audio</em></dt> -<dd><p>Return the number of bits per sample in <var>audio</var>. -</p></dd></dl> - -<dl> -<dt id="index-audio_002dchannels">Procedure: <strong>audio-channels</strong> <em>audio</em></dt> -<dd><p>Return the number of channels in <var>audio</var>. -</p></dd></dl> - -<dl> -<dt id="index-audio_002dsample_002drate">Procedure: <strong>audio-sample-rate</strong> <em>audio</em></dt> -<dd><p>Return the sample rate of <var>audio</var>. -</p></dd></dl> - -<dl> -<dt id="index-audio_002dplay">Procedure: <strong>audio-play</strong> <em>audio [#:pitch 1.0] [#:volume 1.0] [#:min-volume 0.0] [#:max-volume 1.0] [#:max-distance] [#:reference-distance 0.0] [#:rolloff-factor 1.0] [#:cone-outer-volume 0.0] [#:cone-inner-angle 0.0] [#:cone-outer-angle] [#:position <code>(vec3 0.0 0.0 0.0)</code>] [#:velocity <code>(vec3 0.0 0.0 0.0)</code>] [#:direction <code>(vec3 0.0 0.0 0.0)</code>] [#:relative? <code>#f</code>]</em></dt> -<dd> -<p>Play <var>audio</var>. There are many, many knobs to tweak that will -affect the sound that comes out of the player’s speakers.: -</p> -<ul> -<li> <var>pitch</var>: -Pitch multiplier. The default value of 1.0 means no change in pitch. -</li><li> <var>volume</var>: -Volume multiplier. The default value of 1.0 means no change in volume. -</li><li> <var>min-volume</var>: -Minimum volume. -</li><li> <var>max-volume</var>: -Maximum volume. -</li><li> <var>max-distance</var>: -Used with the inverse clamped distance model (the default model) to -set the distance where there will no longer be any attenuation of the -source. -</li><li> <var>reference-distance</var>: -The distance where the volume for the audio would drop by half (before -being influenced by the rolloff factor or maximum distance.) -</li><li> <var>rolloff-factor</var>: -For slowing down or speeding up the rate of attenuation. The default -of 1.0 means no attenuation adjustment is made. -</li><li> <var>cone-outer-volume</var>: -The volume when outside the oriented cone. -</li><li> <var>cone-inner-angle</var>: -Inner angle of the sound cone, in radians. The default value is 0. -</li><li> <var>cone-outer-angle</var>: -Outer angle of the sound cone, in radians. The default value is 2pi -radians, or 360 degrees. -</li><li> <var>position</var>: -The source of the sound emitter in 3D space. -</li><li> <var>velocity</var>: -The velocity of the sound emitter in 3D space. -</li><li> <var>direction</var>: -The direction of the sound emitter in 3D space. -</li><li> <var>relative?</var>: -A flag that determines whether the position is in absolute coordinates -or relative to the listener’s location. Absolute coordinates are used -by default. -</li></ul> - -<p>For games with basic sound needs (that is to say they don’t need 3D -sound modeling), the only things that really matter are <var>volume</var> -and <var>pitch</var>. -</p> -</dd></dl> - -<hr /> -<div class="header"> -<p> -Next: <a href="Sources.html" accesskey="n" rel="next">Sources</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> -</div> - - - -</body> -</html> |