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The implementation of the sound system in Panda3d allows for a division of audio into two categories - Sound Effects and Music. This division is only a convenience for programmers as Panda3d allows these two audio groups to be treated individually. These differences are explained on the next page.
Loading a Sound
Loading sound is done through the
AudioManager class by supplying the path to the sound file as a parameter for
get_sound(). Here's an example:
PT(AudioManager) AM = AudioManager::create_AudioManager(); PT(AudioSound) mySound = AM->get_sound("path/to/sound_file.ogg") ;
These will return an object of the type
AudioSound. It is necessary to put the extension in the sound filename.
Playing/Stopping a Sound
To play sounds you can do the following:
To stop a sound:
Querying Sound Status
To check the status of a sound, call
status() returns a constant depending on the status of the sound:
|AudioSound.BAD||The sound is not working properly.|
|AudioSound.READY||The sound is not currently playing and is ready to be played on command.|
|AudioSound.PLAYING||The sound is currently playing.|
Example usage of this would be to stop a sound from playing only if it's currently playing.
The volume can be set between 0 and 1 and will linearly scale between these.
Panning a Sound
You can change the balance of a sound. The range is between -1.0 to 1.0. Hard left is -1.0 and hard right is 1.0.
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