FmodAudioServer
Inherits: Object
FmodAudioServer is a high level interface for interacting with the FMOD api. Integrated with godot;
Properties
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Methods
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get_singleton() static |
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has_bank_loaded(bank_name: |
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have_all_banks_loaded() const |
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load_bank(bank_name: |
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path_to_guid(p_path: |
void |
play_one_shot_2d_attached_by_id(guid: |
void |
play_one_shot_2d_attached_by_path(path: |
void |
play_one_shot_3d_attached_by_id(guid: |
void |
play_one_shot_3d_attached_by_path(path: |
void |
play_one_shot_by_id(guid: |
void |
play_one_shot_by_path(path: |
void |
play_one_shot_rigid_2d_attached_by_path(path: |
void |
play_one_shot_rigid_body2d_attached_by_id(guid: |
void |
play_one_shot_rigid_body3d_attached_by_id(guid: |
void |
play_one_shot_rigid_body3d_attached_by_path(path: |
void |
set_listener_2d_location(listener_index: |
void |
set_listener_2d_rigidbody_location(listener_index: |
void |
set_listener_3d_location(listener_index: |
void |
set_listener_3d_rigidbody_location(listener_index: |
void |
Enumerations
enum LiveUpdate: 🔗
LiveUpdate DISABLED = 0
LiveUpdate will never be enabled.
LiveUpdate ENABLED = 1
LiveUpdate will always be enabled.
LiveUpdate DEV_ONLY = 2
LiveUpdate will only be enabled in Editor and Debug builds.
Property Descriptions
bool muted = true 🔗
void set_muted(value:
bool)boolis_muted()
If true, All fmod sounds will be muted.
Method Descriptions
bool any_sample_data_loading() 🔗
if true Sample data in a bank or event is currently.
FmodAudioServer get_singleton() static 🔗
Retrieves the FmodAudioServer instance.
bool has_bank_loaded(bank_name: String) const 🔗
if true bank with the given name is loaded. false if not
loaded or no such bank exists
bool have_all_banks_loaded() const 🔗
if true if all banks in the audio server have finished
loading. (currently always true since it's loaded synchonously)
int load_bank(bank_name: String, load_samples: bool = false) 🔗
loads the bank given bank_name. bank_name can be of 2 formats a path to the
file or "bank:/". If using "bank:/" it will search the banks directory
specified in project settings based for a file with name after the slash
"/" without the .bank file extension
Vector4i path_to_guid(p_path: String) const 🔗
Looks up the guid of the given path. The Strings bank must be loaded.
void play_one_shot_2d_attached_by_id(guid: Vector4i, node: Node2D, non_rigid_body_velocity: bool = false) 🔗
Plays and attaches fmod event (from guid) to node2D. Tracks position and
optionally velocity.
void play_one_shot_2d_attached_by_path(path: String, node: Node2D, non_rigid_body_velocity: bool = false) 🔗
Plays and attaches fmod event (from path) to node2D. Tracks position and
optionally velocity.
void play_one_shot_3d_attached_by_id(guid: Vector4i, node: Node3D, non_rigid_body_velocity: bool = false) 🔗
Plays and attaches fmod event (from guid) to node3D. Tracks position and
optionally velocity.
void play_one_shot_3d_attached_by_path(path: String, node: Node3D, non_rigid_body_velocity: bool = false) 🔗
Plays and attaches fmod event (from path) to node3D tracks position and
optionally velocity.
void play_one_shot_by_id(guid: Vector4i, position: Vector3 = Vector3(0, 0, 0)) const 🔗
Plays one shot event at world position (from guid). In 2D Z is normally zero
void play_one_shot_by_path(path: String, position: Vector3 = Vector3(0, 0, 0)) const 🔗
Plays one shot event at world position(from path). In 2D Z is normally
zero. Strings bank must be loaded.
void play_one_shot_rigid_2d_attached_by_path(path: String, rigid_body2d: RigidBody2D) 🔗
Plays one shot event (from path) and attaches it to rigidbody. Tracks position and
velocity
void play_one_shot_rigid_body2d_attached_by_id(guid: Vector4i, rigid_body2d: RigidBody2D) 🔗
Plays one shot event (from guid) and attaches it to rigidbody. Tracks
position and velocity
void play_one_shot_rigid_body3d_attached_by_id(guid: Vector4i, rigid_body3d: RigidBody3D) 🔗
Plays one shot event (from guid) and attaches it to rigidbody. Tracks
position and velocity
void play_one_shot_rigid_body3d_attached_by_path(path: String, rigid_body3d: RigidBody3D) 🔗
Plays one shot event (from path) and attaches it to rigidbody. Tracks
position and velocity. Strings bank must be loaded.
void set_listener_2d_location(listener_index: int, node: Node2D, attenuation_object: Node2D) 🔗
Sets the fmod listener to copy transform and velocity of node and position
of attenuation object
void set_listener_2d_rigidbody_location(listener_index: int, rigidbody: RigidBody2D, attenuation_object: Node2D) 🔗
Sets the fmod listener to copy transform and velocity of node and position
of attenuation object
void set_listener_3d_location(listener_index: int, node: Node3D, attenuation_object: Node3D) 🔗
Sets the fmod listener to copy transform and velocity of node and position
of attenuation object
void set_listener_3d_rigidbody_location(listener_index: int, rigidbody: RigidBody3D, attenuation_object: Node3D) 🔗
Sets the fmod listener to copy transform and velocity of node and position
of attenuation object
void unload_banks() 🔗
Sets the fmod listener to copy transform and velocity of node and position
of attenuation object