Music in Anark Studio 2.5

Song or music clip.

Inherits from:

Instance Properties

name type description
prototype Object The prototype for a class. [from Object]
constructor Object A reference to the constructor class for the current object instance. [from Object]
id Number (read only) Unique ID for the asset. [from Asset]
type String (read only) Type of the asset. [from Asset]
name String User-defined name for the asset. [from Asset]
parent Object (read only) Parent object of this asset. [from Asset]
active Boolean Should this asset be drawn? [from Asset]
startLifeTime Number Starting time of the asset. [from Asset]
endLifeTime Number Ending time of the asset. [from Asset]
behaviors Collection (read only) All Behavior objects attached under this asset. [from Asset]
sounds Collection (read only) All Sounds objects attached under this asset. [from Asset]
music Collection (read only) All Music objects attached under this asset. [from Asset]
context TimeContext (read only) The asset's local TimeContext object. [from Asset]
contextType Number Type of the TimeContext for this asset. [from Asset]
volume Number Loudness of the music.
loop Boolean Should the music continuously loop?
balance Number Left-to-right balance of the audio.
duration Number (read only) Length in seconds.
remoteSource String (read only) URL to the source for the music.
buffered Boolean (read only) Is the music buffered and ready to play?

Instance Methods

name returns description
toLocaleString() String For most objects, the same as toString() unless explicitly overridden. [from Object]
valueOf() String Returns the internal this value of the object. [from Object]
hasOwnProperty() Boolean Determines if the object/instance itself has the named property or method. [from Object]
isPrototypeOf() Boolean Determines if the calling object prototype is in the inheritance chain for the supplied argument. [from Object]
propertyIsEnumerable() Boolean Determines if the object/instance itself has a property or method of the supplied name which will appear in a for (prop in obj) enumeration. [from Object]
attach() (none) Attach the argument underneath the asset. [from Asset]
detach() (none) Remove an asset from this asset. [from Asset]
copy() Asset Create a copy of the asset. [from Asset]
startBuffering() (none) Start downloading and buffering the music.
play() (none) Start playing the music.
pause() (none) Pause playback.
stop() (none) Stop playing the music.
seek() (none) Move to a specific time in the music.
toString() String Returns a string representation of the object. [from Object]

Description

A Music object is a type of asset, that encapsulates a specific song or music clip. Currently, Music objects may be loaded from .mp2 and .mp3 files.

New music objects can be created via scripting. The Library asset constructor creates a new instance of the object from a resource in the Anark Studio Library. Music cannot be created using the scripting constructor because there would be no way to assign a remoteSource (which is read-only) to the music. Objects created via scripting are not available to the Anark Studio interface, but they do appear in the finished project.

Library asset constructor syntax

var theMusic = new Music( "library://libraryAssetName" [, objectToAttachTo] );
libraryAssetName
required — A String with the name of the asset in the Anark Studio Library from which to create this object.
objectToAttachTo
optional — The String name of the object to which the music will be attached. The Music object must be attached to another object in the scene either now or later in order to appear in the scene during playback.

Music Examples

// Create and play a music object from the library.  
theMusic = new Music( "library://Song", scene );