Package | org.flixel |
Class | public class FlxSound |
Inheritance | FlxSound ![]() ![]() ![]() |
Property | Defined by | ||
---|---|---|---|
![]() | acceleration : FlxPoint
How fast the speed of this object is changing.
| FlxObject | |
![]() | active : Boolean
If an object is not alive, the game loop will not automatically call
update() on it. | FlxObject | |
![]() | angle : Number
Set the angle of a sprite to rotate it.
| FlxObject | |
![]() | angularAcceleration : Number
How fast the spin speed should change.
| FlxObject | |
![]() | angularDrag : Number
Like
drag but for spinning. | FlxObject | |
![]() | angularVelocity : Number
This is how fast you want this sprite to spin.
| FlxObject | |
artist : String
The ID3 artist name.
| FlxSound | ||
![]() | bottom : Number
The Y coordinate of the bottom of the rectangle.
| FlxRect | |
![]() | colHullX : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | |
![]() | colHullY : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | |
![]() | collideBottom : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | collideLeft : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | collideRight : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | collideTop : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | colOffsets : Array
An array of
FlxPoint objects. | FlxObject | |
![]() | colVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | |
![]() | dead : Boolean
Handy for tracking gameplay or animations.
| FlxObject | |
![]() | drag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied
when acceleration is not affecting the sprite.
| FlxObject | |
![]() | exists : Boolean
Kind of a global on/off switch for any objects descended from
FlxObject . | FlxObject | |
![]() | fixed : Boolean
Set
fixed to true if you want the object to stay in place during collisions. | FlxObject | |
![]() | _group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup.
| FlxObject | |
![]() | health : Number
Handy for storing health percentage or armor points or whatever.
| FlxObject | |
![]() | height : Number | FlxRect | |
![]() | left : Number
The X coordinate of the left side of the rectangle.
| FlxRect | |
![]() | maxAngular : Number
Use in conjunction with
angularAcceleration for fluid spin speed control. | FlxObject | |
![]() | maxThrust : Number
Used to cap
thrust , helpful and easy!
| FlxObject | |
![]() | maxVelocity : FlxPoint
If you are using
acceleration , you can use maxVelocity with it
to cap the speed automatically (very useful!). | FlxObject | |
![]() | moves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see
updateMotion() ). | FlxObject | |
name : String
The ID3 song name.
| FlxSound | ||
![]() | onFloor : Boolean
Flag that indicates whether or not you just hit the floor.
| FlxObject | |
![]() | origin : FlxPoint
WARNING: The origin of the sprite will default to its center.
| FlxObject | |
playing : Boolean
Whether the sound is currently playing or not.
| FlxSound | ||
![]() | right : Number
The X coordinate of the right side of the rectangle.
| FlxRect | |
![]() | scrollFactor : FlxPoint
A point that can store numbers from 0 to 1 (for X and Y independently)
that governs how much this object is affected by the camera subsystem.
| FlxObject | |
![]() | solid : Boolean
Set
solid to true if you want to collide this object. | FlxObject | |
survive : Boolean
Whether or not this sound should be automatically destroyed when you switch states.
| FlxSound | ||
![]() | thrust : Number
If you want to do Asteroids style stuff, check out thrust,
instead of directly accessing the object's velocity or acceleration.
| FlxObject | |
![]() | top : Number
The Y coordinate of the top of the rectangle.
| FlxRect | |
![]() | velocity : FlxPoint
The basic speed of this object.
| FlxObject | |
![]() | visible : Boolean
If an object is not visible, the game loop will not automatically call
render() on it. | FlxObject | |
volume : Number
Set
volume to a value between 0 and 1 to change how this sound is. | FlxSound | ||
![]() | width : Number | FlxRect | |
![]() | x : Number | FlxPoint | |
![]() | y : Number | FlxPoint |
Property | Defined by | ||
---|---|---|---|
_channel : SoundChannel | FlxSound | ||
_core : FlxObject | FlxSound | ||
_fadeInTimer : Number | FlxSound | ||
_fadeInTotal : Number | FlxSound | ||
_fadeOutTimer : Number | FlxSound | ||
_fadeOutTotal : Number | FlxSound | ||
![]() | _fixed : Boolean
Internal tracker for whether an object will move/alter position after a collision (see
fixed ). | FlxObject | |
![]() | _flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
| FlxObject | |
![]() | _flicker : Boolean
Internal helper used for retro-style flickering.
| FlxObject | |
![]() | _flickerTimer : Number
Internal helper used for retro-style flickering.
| FlxObject | |
_init : Boolean | FlxSound | ||
_looped : Boolean | FlxSound | ||
_pan : Boolean | FlxSound | ||
_pauseOnFadeOut : Boolean | FlxSound | ||
![]() | _point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
| FlxObject | |
_point2 : FlxPoint | FlxSound | ||
_position : Number | FlxSound | ||
_radius : Number | FlxSound | ||
![]() | _rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject | |
![]() | _solid : Boolean
Internal tracker for whether or not the object collides (see
solid ). | FlxObject | |
_sound : Sound | FlxSound | ||
_transform : SoundTransform | FlxSound | ||
_volume : Number | FlxSound | ||
_volumeAdjust : Number | FlxSound |
Method | Defined by | ||
---|---|---|---|
FlxSound()
The FlxSound constructor gets all the variables initialized, but NOT ready to play a sound yet.
| FlxSound | ||
![]() |
If you don't want to call
FlxU.collide() you can use this instead. | FlxObject | |
destroy():void
The basic class destructor, stops the music and removes any leftover events.
| FlxSound | ||
fadeIn(Seconds:Number):void
Call this function to make a sound fade in over a certain
time interval (calls
play() automatically). | FlxSound | ||
fadeOut(Seconds:Number, PauseInstead:Boolean = false):void
Call this function to make this sound fade out over a certain time interval.
| FlxSound | ||
![]() |
flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style.
| FlxObject | |
![]() |
flickering():Boolean
Check to see if the object is still flickering.
| FlxObject | |
![]() |
getBoundingColor():uint
Returns the appropriate color for the bounding box depending on object state.
| FlxObject | |
![]() |
Call this function to figure out the on-screen position of the object.
| FlxObject | |
![]() |
Called when this object's bottom edge collides with the top of another
FlxObject . | FlxObject | |
![]() |
Called when this object's left side collides with another
FlxObject 's right. | FlxObject | |
![]() |
Called when this object's right side collides with another
FlxObject 's left. | FlxObject | |
![]() |
Since most games have identical behavior for running into walls,
you can just override this function instead of overriding both hitLeft and hitRight.
| FlxObject | |
![]() |
Called when this object's top collides with the bottom of another
FlxObject . | FlxObject | |
![]() |
hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite.
| FlxObject | |
![]() |
kill():void
Call this function to "kill" a sprite so that it no longer 'exists'.
| FlxObject | |
loadEmbedded(EmbeddedSound:Class, Looped:Boolean = false):FlxSound
One of two main setup functions for sounds, this function loads a sound from an embedded MP3.
| FlxSound | ||
loadStream(SoundURL:String, Looped:Boolean = false):FlxSound
One of two main setup functions for sounds, this function loads a sound from a URL.
| FlxSound | ||
![]() |
onScreen():Boolean
Check and see if this object is currently on screen.
| FlxObject | |
![]() |
Checks to see if some
FlxObject object overlaps this FlxObject object. | FlxObject | |
![]() |
overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this
FlxObject object. | FlxObject | |
pause():void
Call this function to pause this sound.
| FlxSound | ||
play():void
Call this function to play the sound.
| FlxSound | ||
![]() |
preCollide(Object:FlxObject):void
FlxU.collide() (and thus FlxObject.collide() ) call
this function each time two objects are compared to see if they collide. | FlxObject | |
Call this function if you want this sound's volume to change
based on distance from a particular FlxCore object.
| FlxSound | ||
![]() |
refreshHulls():void
Called by
FlxObject.updateMotion() and some constructors to
rebuild the basic collision data for this object. | FlxObject | |
![]() |
render():void
Override this function to draw graphics (see
FlxSprite ). | FlxObject | |
![]() |
reset(X:Number, Y:Number):void
Handy function for reviving game objects.
| FlxObject | |
stop():void
Call this function to stop this sound.
| FlxSound | ||
![]() |
toString():String
Convert object to readable string name.
| FlxPoint | |
update():void
The basic game loop update function.
| FlxSound | ||
updateTransform():void
An internal function used to help organize and change the volume of the sound.
| FlxSound |
Method | Defined by | ||
---|---|---|---|
gotID3(event:Event = null):void
Internal event handler for ID3 info (i.e.
| FlxSound | ||
init():void
An internal function for clearing all the variables used by sounds.
| FlxSound | ||
looped(event:Event = null):void
An internal helper function used to help Flash resume playing a looped sound.
| FlxSound | ||
stopped(event:Event = null):void
An internal helper function used to help Flash clean up and re-use finished sounds.
| FlxSound | ||
![]() |
updateFlickering():void
Just updates the retro-style flickering.
| FlxObject | |
![]() |
updateMotion():void
Internal function for updating the position and speed of this object.
| FlxObject | |
updateSound():void
Internal function that performs the actual logical updates to the sound object.
| FlxSound |
artist | property |
public var artist:String
The ID3 artist name. Defaults to null. Currently only works for streamed sounds.
_channel | property |
protected var _channel:SoundChannel
_core | property |
protected var _core:FlxObject
_fadeInTimer | property |
protected var _fadeInTimer:Number
_fadeInTotal | property |
protected var _fadeInTotal:Number
_fadeOutTimer | property |
protected var _fadeOutTimer:Number
_fadeOutTotal | property |
protected var _fadeOutTotal:Number
_init | property |
protected var _init:Boolean
_looped | property |
protected var _looped:Boolean
name | property |
public var name:String
The ID3 song name. Defaults to null. Currently only works for streamed sounds.
_pan | property |
protected var _pan:Boolean
_pauseOnFadeOut | property |
protected var _pauseOnFadeOut:Boolean
playing | property |
public var playing:Boolean
Whether the sound is currently playing or not.
_point2 | property |
protected var _point2:FlxPoint
_position | property |
protected var _position:Number
_radius | property |
protected var _radius:Number
_sound | property |
protected var _sound:Sound
survive | property |
public var survive:Boolean
Whether or not this sound should be automatically destroyed when you switch states.
_transform | property |
protected var _transform:SoundTransform
_volume | property |
protected var _volume:Number
volume | property |
volume:Number
[read-write]
Set volume
to a value between 0 and 1 to change how this sound is.
public function get volume():Number
public function set volume(value:Number):void
_volumeAdjust | property |
protected var _volumeAdjust:Number
FlxSound | () | constructor |
public function FlxSound()
The FlxSound constructor gets all the variables initialized, but NOT ready to play a sound yet.
destroy | () | method |
public override function destroy():void
The basic class destructor, stops the music and removes any leftover events.
fadeIn | () | method |
public function fadeIn(Seconds:Number):void
Call this function to make a sound fade in over a certain
time interval (calls play()
automatically).
Seconds:Number — The amount of time the fade-in operation should take.
|
fadeOut | () | method |
public function fadeOut(Seconds:Number, PauseInstead:Boolean = false):void
Call this function to make this sound fade out over a certain time interval.
ParametersSeconds:Number — The amount of time the fade out operation should take.
|
|
PauseInstead:Boolean (default = false ) — Tells the sound to pause on fadeout, instead of stopping.
|
gotID3 | () | method |
protected function gotID3(event:Event = null):void
Internal event handler for ID3 info (i.e. fetching the song name).
Parametersevent:Event (default = null ) — An Event object.
|
init | () | method |
protected function init():void
An internal function for clearing all the variables used by sounds.
loadEmbedded | () | method |
public function loadEmbedded(EmbeddedSound:Class, Looped:Boolean = false):FlxSound
One of two main setup functions for sounds, this function loads a sound from an embedded MP3.
ParametersEmbeddedSound:Class — An embedded Class object representing an MP3 file.
|
|
Looped:Boolean (default = false ) — Whether or not this sound should loop endlessly.
|
FlxSound —
This FlxSound instance (nice for chaining stuff together, if you're into that).
|
loadStream | () | method |
public function loadStream(SoundURL:String, Looped:Boolean = false):FlxSound
One of two main setup functions for sounds, this function loads a sound from a URL.
ParametersSoundURL:String — A string representing the URL of the MP3 file you want to play.
|
|
Looped:Boolean (default = false ) — Whether or not this sound should loop endlessly.
|
FlxSound —
This FlxSound instance (nice for chaining stuff together, if you're into that).
|
looped | () | method |
protected function looped(event:Event = null):void
An internal helper function used to help Flash resume playing a looped sound.
Parametersevent:Event (default = null ) — An Event object.
|
pause | () | method |
public function pause():void
Call this function to pause this sound.
play | () | method |
public function play():void
Call this function to play the sound.
proximity | () | method |
public function proximity(X:Number, Y:Number, Core:FlxObject, Radius:Number, Pan:Boolean = true):FlxSound
Call this function if you want this sound's volume to change based on distance from a particular FlxCore object.
ParametersX:Number — The X position of the sound.
|
|
Y:Number — The Y position of the sound.
|
|
Core:FlxObject — The object you want to track.
|
|
Radius:Number — The maximum distance this sound can travel.
|
|
Pan:Boolean (default = true )
|
FlxSound —
This FlxSound instance (nice for chaining stuff together, if you're into that).
|
stop | () | method |
public function stop():void
Call this function to stop this sound.
stopped | () | method |
protected function stopped(event:Event = null):void
An internal helper function used to help Flash clean up and re-use finished sounds.
Parametersevent:Event (default = null ) — An Event object.
|
update | () | method |
public override function update():void
The basic game loop update function. Just calls updateSound()
.
updateSound | () | method |
protected function updateSound():void
Internal function that performs the actual logical updates to the sound object. Doesn't do much except optional proximity and fade calculations.
updateTransform | () | method |
public function updateTransform():void
An internal function used to help organize and change the volume of the sound.