sound( name ) sound( name, seed ) sound( parameterTable ) sound( buffer )
Calling this function immediately plays either a randomly generated sound with a type specified by
name or using the given parameters.
sound() uses sfxr to randomly generate sounds of a given type. The
name parameter is a string specifying the type of sound (see related items), and the
seed parameter allows you to choose a particular random sound. Sounds with the same name and seed always sound the same. If no
seed is specified the resulting sound will be a random sound of the specified type. If a
parameterTable is passed in, those values are used to generate the sound.
string, the type of sound to play
Can also be
int, specifies the random seed to use when generating a sound of this type
soundbuffer, specifies the raw sound data to play
table, specifies the parameters to use when generating a sound. This is an advanced option, the parameters will change the noise in subtle ways. Play with the Sounds Plus example app to see what these parameters do. Any missing keys will cause the sound to use a default value for that parameter
The table can contain the following (case sensitive) keys:
soundbuffer( data, format, freq )
This object represents a sound buffer containing arbitrary audio data. You may create
soundbuffer objects using
soundbuffer( data, format, freq ) where the data is uncompressed PCM audio and the format is one of
string, uncompressed audio data
integer, the frequency of the data
A new soundbuffer object
soundBufferSize( size ) soundBufferSize()
Calling this function will set the maximum buffer size for sounds. Sounds are stored in a buffer so that they do not need to be recreated if reused. Sounds are removed from this buffer on a least recently used basis when the buffer is full and a new sound is added. For example, if the buffer is 2 megabytes (the default), and we add a sound that puts it over the limit, the sound we used the longest time ago is removed from the buffer and will have to be re-created if played again. Generating the sound data can take a considerable amount of time for longer sounds.Playing a sound at 0 volume counts as playing and can be used to keep a sound in the cache (and to pre-generate a sound in the setup function.) Calling this method with 0 for the size sets the buffer to no limit. This can cause Codea to crash if too many sounds are generated as it may run out of memory.Calling this with no parameters returns the max size and current size of the buffer.
number, the maximum size of the buffer in megabytes. This can be a fraction. If this is 0, the buffer size is unlimited. An unlimited buffer size can cause Codea to crash if it runs out of memory, so take care if it is used.
If no parameters are given, a pair of values: maxBufferSize, currentBufferSize
This constant specifies a jump sound. Similar to a character jumping in a platform game.
The string "jump"
This constant specifies a hit sound. For example, when the enemy collides with the player.
The string "hit"
This constant specifies a pickup sound. For example, collecting coins in a game.
The string "pickup"
This constant specifies a powerup sound. For example, collecting bonuses in a game.
The string "powerup"
This constant specifies a shooting sound. For example, firing a bullet in a game.
The string "shoot"
This constant specifies an explosion sound. For example, a space ship blowing up.
The string "explode"
This constant specifies a generic "blit" sound.
The string "blit"
This constant specifies a randomly generated sound. You can use this in conjunction with the seed value of the
sound() function to find a sound that you like.
The string "random"
This specifices to use a white noise function as the waveform for this sound
The integer 3
This specifices to use a sawtooth function as the waveform for this sound
The integer 1
This specifices to use a sine wave function as the waveform for this sound
The integer 2