Class | Rubygame::Sound |
In: |
ext/rubygame/rubygame_mixer.c
|
Parent: | Object |
**IMPORTANT**: Sound is only available if Rubygame was compiled with SDL_mixer support! Sound holds a sound effect, loaded from an audio file (see #load for supported formats). Sound can #play, #pause/#unpause, #stop, adjust #volume, and #fade_out (you can fade in by passing an option to #play). Sound can create duplicates (with #dup or #clone) in a memory-efficient way -- the new Sound instance refers back to the same audio data, so having 100 duplicates of a sound uses only slightly more memory than having the first sound. Duplicates can different volume levels, too!
Sound includes the Rubygame::NamedResource mixin module, which can perform autoloading of sounds on demand, among other things.
Searches each directory in Sound.autoload_dirs for a file with the given filename. If it finds that file, loads it and returns a Sound instance. If it doesn‘t find the file, returns nil.
See Rubygame::NamedResource for more information about this functionality.
*NOTE*: Don‘t use this method. Use Sound.load.
This method is not implemented. (In the future, it might be used to create a new Sound with blank audio data.)
Raises NotImplementedError.
Fade out to silence over the given number of seconds. Once the sound is silent, it is automatically stopped.
Returns: | The receiver (self). |
*NOTE*: If the sound is currently paused, the fade will start, but you won‘t be able to hear it happening unless you unpause during the fade. Does nothing if the sound is currently stopped.
Create a copy of the given Sound instance. Much more memory-efficient than using load to load the sound file again.
other: | An existing Sound instance. (Sound, required) |
Returns: | The new Sound instance. (Sound) |
*NOTE*: clone and dup do slightly different things; clone will copy the ‘frozen’ state of the object, while dup will create a fresh, un-frozen object.
True if the Sound is currently paused (not playing or stopped). See also playing? and stopped?.
Play the Sound, optionally fading in, repeating a certain number of times (or forever), and/or stopping automatically after a certain time.
options: | Hash of options, listed below. (Hash, required) |
:fade_in:: Fade in from silence over the given number of seconds. (Numeric) :repeats:: Repeat the sound the given number of times, or forever (or until stopped) if -1. (Integer) :stop_after:: Automatically stop playing after playing for the given number of seconds. (Numeric)
Returns: | The receiver (self). |
May raise: | SDLError, if the sound file could not be played. |
**NOTE**: If the sound is already playing (or paused), it will be stopped
and played again from the beginning.
Example:
# Fade in over 2 seconds, play 4 times (1 + 3 repeats), # but stop playing after 5 seconds. sound.play( :fade_in => 2, :repeats => 3, :stop_after => 5 );
True if the Sound is currently playing (not paused or stopped). See also paused? and stopped?.
True if the Sound is currently stopped (not playing or paused). See also playing? and paused?.