From e7d470e954d0a17ab1b2fe0065f46f78475272f9 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Wed, 8 Apr 2020 17:10:29 -0400 Subject: Add chickade 0.5.0 stuff. --- manuals/chickadee/Audio-Files.html | 221 +++++++++++++++++++++++++++++++++++++ 1 file changed, 221 insertions(+) create mode 100644 manuals/chickadee/Audio-Files.html (limited to 'manuals/chickadee/Audio-Files.html') diff --git a/manuals/chickadee/Audio-Files.html b/manuals/chickadee/Audio-Files.html new file mode 100644 index 0000000..a10a418 --- /dev/null +++ b/manuals/chickadee/Audio-Files.html @@ -0,0 +1,221 @@ + + + + + + +Audio Files (The Chickadee Game Toolkit) + + + + + + + + + + + + + + + + + + + +
+

+Next: , Up: Audio   [Contents][Index]

+
+
+

2.4.1 Audio Files

+ +

Sound data is represented by a special <audio> 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. +

+
+
Procedure: load-audio file-name [#:mode static]
+

Load audio within file-name. The following file formats are +currently supported: +

+
    +
  • WAV +
  • MP3 +
  • Ogg Vorbis +
+ +

Audio files can be loaded in two different ways, as indicated by +mode: +

+
    +
  • static: +Load the entire audio file into memory. +
  • stream: +Load chunks of the audio file as needed. +
+ +

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. +

+ +
+
Procedure: audio? obj
+

Return #t if obj is an audio object. +

+ +
+
Procedure: streaming-audio? audio
+

Return #t if audio uses stream loading. +

+ +
+
Procedure: static-audio?
+

Return #t if audio uses static loading. +

+ +
+
Procedure: audio-mode audio
+

Return the loading mode for audio, either static or +stream. +

+ +
+
Procedure: audio-duration audio
+

Return the duration of audio in seconds. +

+ +
+
Procedure: audio-bits-per-sample audio
+

Return the number of bits per sample in audio. +

+ +
+
Procedure: audio-channels audio
+

Return the number of channels in audio. +

+ +
+
Procedure: audio-sample-rate audio
+

Return the sample rate of audio. +

+ +
+
Procedure: audio-play 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 (vec3 0.0 0.0 0.0)] [#:velocity (vec3 0.0 0.0 0.0)] [#:direction (vec3 0.0 0.0 0.0)] [#:relative? #f]
+
+

Play audio. There are many, many knobs to tweak that will +affect the sound that comes out of the player’s speakers.: +

+
    +
  • pitch: +Pitch multiplier. The default value of 1.0 means no change in pitch. +
  • volume: +Volume multiplier. The default value of 1.0 means no change in volume. +
  • min-volume: +Minimum volume. +
  • max-volume: +Maximum volume. +
  • max-distance: +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. +
  • reference-distance: +The distance where the volume for the audio would drop by half (before +being influenced by the rolloff factor or maximum distance.) +
  • rolloff-factor: +For slowing down or speeding up the rate of attenuation. The default +of 1.0 means no attenuation adjustment is made. +
  • cone-outer-volume: +The volume when outside the oriented cone. +
  • cone-inner-angle: +Inner angle of the sound cone, in radians. The default value is 0. +
  • cone-outer-angle: +Outer angle of the sound cone, in radians. The default value is 2pi +radians, or 360 degrees. +
  • position: +The source of the sound emitter in 3D space. +
  • velocity: +The velocity of the sound emitter in 3D space. +
  • direction: +The direction of the sound emitter in 3D space. +
  • relative?: +A flag that determines whether the position is in absolute coordinates +or relative to the listener’s location. Absolute coordinates are used +by default. +
+ +

For games with basic sound needs (that is to say they don’t need 3D +sound modeling), the only things that really matter are volume +and pitch. +

+
+ +
+
+

+Next: , Up: Audio   [Contents][Index]

+
+ + + + + -- cgit v1.2.3