Sound in Anark Studio 2.5

A sound effect.

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]
position Vector Location of the object. [from Node]
rotation Rotation Rotation of the object. [from Node]
scale Vector Scale of the object. [from Node]
pivot Vector Pivot point location. [from Node]
lastGlobalTransform Matrix (read only) Cumulative transformation applied to this object. [from Node]
opacity Number Opacity of the object. [from Node]
cameras Collection (read only) All cameras attached to this object. [from Node]
groups Collection (read only) All groups attached to this object. [from Node]
lights Collection (read only) All lights attached to this node. [from Node]
models Collection (read only) All models attached to this node. [from Node]
volume Number Loudness of the sound.
loop Boolean Should the sound continuously loop?
balance Number Left-to-right balance of the sound.
duration Number (read only) Length in seconds.
clickable Boolean Can this object be clicked on? [from Node]

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]
play() (none) Starts/resumes playing the sound.
pause() (none) Pause the sound.
stop() (none) Stop playing the sound.
seek() (none) Move to a specific time in the sound.
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]
removeChildren() (none) Remove all children from this node. [from Node]
toString() String Returns a string representation of the object. [from Object]

Description

A sound object is a type of node that encapsulates a single sound effect. Currently, Sound objects may be loaded from .wav, .ogg and .aiff files.

There are two types of object constructors for Sound objects. The Library asset constructor creates a new instance of the object from a resource in the Anark Studio Library. The scripting object constructor creates an empty Sound object. 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 theLight = new Light( "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 sound will be attached. The sound must be attached to an object in the scene either now or later in order to appear in the scene during playback.

Scripting object constructor syntax

var theLight = new Light( [sceneGraphName] [, objectToAttachTo] );
sceneGraphName
optional — A String with the name for the new layer in the scene graph.
objectToAttachTo
optional — The String name of the object to which the sound will be attached. The sound must be attached to an object in the scene either now or later in order to appear in the scene during playback.

Sound Examples

// Create and play a sound object from the library.  
theSound = new Sound( "library://Beep6", "BackgroundLayer" );  
theSound.play();