craftstudio-wiki

Sound asset API


Sound assets let you play sound effects. You can create and upload sounds in your project and then play them back in scripting.

You can get a Sound asset by using CraftStudio.FindAsset

There are two ways to play sounds: Either directly by using the Sound asset (which doesn’t give you much control but is good for one-shot effects) or by creating a SoundInstance (which lets you pause / stop / resume / loop / set parameters while playing).


Sound:Play

Plays the specified sound once. You can call it multiple times to play the same sound several times. The volume can be anything between 0.0 (mute) and 1.0 (full). You can also control the sound’s pitch (both negative and positive numbers are accepted) and pan (left / right positioning).

For looping and stopping playing sounds, check out Sound:CreateInstance below.

Sound:Play( --[[ volume (Number) (Default 1) ]], --[[ pitch (Number) (Default 0) ]], --[[ pan (Number) (Default 0)]] )

Example: Playing a sound

local sound = CS.FindAsset( "my sound" )

-- Plays the sound with default parameters (full volume)
sound:Play()
 
-- Plays the sound at half volume, with a higher pitch and panning to the right
sound:Play( 0.5, 0.8, 1 )

Sound:CreateInstance

Creates an instance of the sound. Instances can be paused / resumed / stopped / looped and their parameters can be updated while playing.

-- Returns a SoundInstance
Sound:CreateInstance()

Example: Looping a sound

local sound = CS.FindAsset( "my sound" )

-- Create an instance of the sound
local myInstance = sound:CreateInstance()

-- Set the instance to loop:
myInstance:SetLoop( true )
 
-- Play it
myInstance:Play()

-- ... Later on ...
-- Stop it
myInstance:Stop()

SoundInstance:Play, SoundInstance:Stop

Plays or stop a instance of a sound

SoundInstance:Play()
SoundInstance:Stop()

SoundInstance:Pause, SoundInstance:Resume

Pauses or resumes an instance of a sound

SoundInstance:Pause()
SoundInstance:Resume()

SoundInstance:GetState

Returns the sound instance’s current state.

Possible values are:

-- Returns the Soundstate
SoundInstance:GetState()

SoundInstance:SetLoop, SoundInstance:GetLoop

Sets or gets whether the sound should loop or not.

SoundInstance:SetLoop( --[[ is looping (Boolean) ]] )

-- Returns loop state
SoundInstance:GetLoop()

SoundInstance:SetVolume, SoundInstance:GetVolume

Sets or returns volume of sound instance, in the 0.0-1.0 range. With simple linear tweening, it may be used for fading music in/out.

SoundInstance:SetVolume( --[[ volume (Number) ]] )

-- Returns SoundInstance volume
SoundInstance:GetVolume()

Example: Fading in a sound

function Behavior:Awake()
    local sound = CS.FindAsset( "some sound" )
    self.mySoundInstance = sound:CreateInstance()
    self.mySoundVolume = 0
    
    self.mySoundInstance:SetVolume( 0 )
    self.mySoundInstance:Play()
end
 
function Behavior:Update()
    if self.mySoundVolume < 1 then
        self.mySoundVolume = self.mySoundVolume + 0.05
        self.mySoundInstance:SetVolume( self.mySoundVolume )
    end
end

SoundInstance:SetPitch, SoundInstance:GetPitch

Gets or sets the pitch adjustment, ranging from -1.0 (down one octave) to 1.0 (up one octave). 0.0 is normal pitch.

SoundInstance:SetPitch( --[[ pitch (Number) ]] )

-- Returns the SoundInstance pitch
SoundInstance:GetPitch()

SoundInstance:SetPan, SoundInstance:GetPan

Panning, ranging from -1.0 (full left) to 1.0 (full right). 0.0 is centered.

SoundInstance:SetPan( --[[ pan (Number) ]] )

-- Returns the pan of a SoundInstance
SoundInstance:GetPan()