mirror of
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1078 lines
33 KiB
YAML
1078 lines
33 KiB
YAML
# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Sound
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type: class
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memory_category: Internal
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summary: |
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An object that emits sound. This object can be placed within a
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`Class.BasePart` or `Class.Attachment` to emit a sound from a particular
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position within a place or world, or it can be attached elsewhere to play the
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sound at a constant volume throughout the entire place.
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description: |
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`Class.Sound` is an object that emits sound. When placed in a `Class.BasePart`
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or an `Class.Attachment`, this object will emit its sound from that part's
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`Class.BasePart.Position` or the attachment's
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`Class.Attachment.WorldPosition`. In this placement, a `Class.Sound` exhibits
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the Doppler effect, meaning its frequency and pitch varies with the relative
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motion of whatever attachment or part it is attached to. Additionally, its
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volume will be determined by the distance between the client's sound listener
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(by default the `Class.Camera` position) and the position of the sound's
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parent. For more information, see `Class.Sound.RollOffMode|RollOffMode`.
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A sound is considered "global" if it is **not** parented to a `Class.BasePart`
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or an `Class.Attachment`. In this case, the sound will play at the same volume
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throughout the entire place.
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code_samples:
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- Sound-3D-Parent
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inherits:
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- Instance
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descendants: []
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tags: []
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deprecation_message: ''
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properties:
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- name: Sound.AudioContent
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summary: ''
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description: ''
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code_samples: []
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type: Content
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Asset
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: Sound.ChannelCount
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summary: ''
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description: ''
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code_samples: []
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type: int
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tags:
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- ReadOnly
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- NotReplicated
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- NotBrowsable
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deprecation_message: ''
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security:
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read: RobloxScriptSecurity
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write: RobloxScriptSecurity
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thread_safety: ReadSafe
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category: Asset
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.EmitterSize
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summary: |
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The minimum distance, in studs, at which a 3D `Class.Sound` (direct child
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of a `Class.BasePart` or `Class.Attachment`) will begin to attenuate
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(decrease in volume).
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description: |
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The minimum distance, in studs, at which a 3D `Class.Sound` (direct child
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of a `Class.BasePart` or `Class.Attachment`) will begin to attenuate
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(decrease in volume).
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Sounds parented to a `Class.BasePart` or `Class.Attachment` that are
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descendants of the `Class.Workspace` are considered 3D sounds and their
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volume while playing is dependent on the distance between the client's
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sound listener (`Class.Camera` position by default) and the Sound's
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parent. Two properties influence this behavior EmitterSize and
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`Class.Sound.RollOffMode`.
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The way the `Class.Sound` attenuates (fades out) after the distance
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between the listener and the sound exceeds the EmitterSize is determined
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by RollOffMode.
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code_samples:
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- Sound-3D-Parent
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type: float
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tags:
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- Deprecated
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deprecation_message: |
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This property has deprecated in favor of `Class.Sound.RollOffMinDistance`
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and `Class.Sound.RollOffMaxDistance` which should be used instead in new
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work.
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.IsLoaded
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summary: |
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This property is `true` when the `Class.Sound` has loaded from Roblox
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servers and is ready to play.
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description: |
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This property is `true` when the `Class.Sound` has loaded from Roblox
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servers and is ready to play. You can use this property and the
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`Class.Sound.Loaded|Loaded` event to verify a sound has loaded before
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playing it.
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code_samples:
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- Sound-Loaded
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type: boolean
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Asset
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.IsMutedForCapture
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summary: ''
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description: ''
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: RobloxScriptSecurity
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write: RobloxScriptSecurity
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: Sound.IsPaused
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summary: |
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Read-only property which returns `true` when the `Class.Sound` is not
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playing.
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description: |
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This read-only property returns `true` when the `Class.Sound` is not
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playing. Note that it can return `true` if a sound has been paused using
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`Class.Sound:Pause()|Pause()`, if it has been stopped using
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`Class.Sound:Stop()|Stop()`, or the sound has never been played.
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As `Class.Sound.IsPaused|IsPaused` is read-only, it cannot be used to stop
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the sound; `Class.Sound:Stop()|Stop()` or `Class.Sound:Pause()|Pause()`
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should be used instead.
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code_samples:
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- Sound-IsPlaying-IsPaused
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type: boolean
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tags:
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- Hidden
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Playback
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.IsPlaying
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summary: |
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Read-only property which returns `true` when the `Class.Sound` is playing.
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description: |
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This read-only property returns true when the `Class.Sound` is playing.
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As `Class.Sound.IsPlaying|IsPlaying` is read-only, it cannot be used to
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play the sound; `Class.Sound:Play()|Play()` should be used instead.
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code_samples:
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- Sound-IsPlaying-IsPaused
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type: boolean
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tags:
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- Hidden
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Playback
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.isPlaying
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summary: ''
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description: ''
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code_samples: []
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type: boolean
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tags:
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- ReadOnly
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- NotReplicated
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- Deprecated
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deprecation_message: |
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This deprecated property is a variant of `Class.Sound.IsPlaying` which
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should be used instead.
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.Looped
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summary: |
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Sets whether or not the `Class.Sound` repeats once it has finished
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playing.
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description: |
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This sets whether or not the `Class.Sound` repeats once it has finished
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playing. Looped sounds are suitable for a range of applications including
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music and background ambient sounds.
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The `Class.Sound.DidLoop|DidLoop` event can be used to track the number of
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times as sound has looped.
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code_samples:
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- Sound-Looping-2
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Playback
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: Sound.LoopRegion
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summary: |
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A range denoting a desired loop start and loop end within the
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`Class.Sound.PlaybackRegion|PlaybackRegion`, in seconds.
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description: |
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A range denoting a desired loop start and loop end within the
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`Class.Sound.PlaybackRegion|PlaybackRegion`, in seconds.
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- If `Class.Sound.LoopRegion|LoopRegion.Min` `>`
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`Class.Sound.PlaybackRegion|PlaybackRegion.Min`, the loop starts from
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`Class.Sound.LoopRegion|LoopRegion.Min`.
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- If `Class.Sound.LoopRegion|LoopRegion.Min` `<`
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`Class.Sound.PlaybackRegion|PlaybackRegion.Min`, the loop starts from
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`Class.Sound.PlaybackRegion|PlaybackRegion.Min`.
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- If `Class.Sound.LoopRegion|LoopRegion.Max` `>`
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`Class.Sound.PlaybackRegion|PlaybackRegion.Max`, the loop starts at
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`Class.Sound.PlaybackRegion|PlaybackRegion.Max`.
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- If `Class.Sound.LoopRegion|LoopRegion.Max` `<`
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`Class.Sound.PlaybackRegion|PlaybackRegion.Max`, the loop starts at
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**exactly** that time.
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- If `Class.Sound.LoopRegion|LoopRegion.Min` `==`
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`Class.Sound.LoopRegion|LoopRegion.Max`, the `Class.Sound` uses the
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`Class.Sound.PlaybackRegion|PlaybackRegion` property instead.
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code_samples: []
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type: NumberRange
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Regions
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: Sound.MaxDistance
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summary: |
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The maximum distance, in studs, a client's listener can be from the
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`Class.Sound|Sound\s` origin and still hear it. Only applies to Sounds
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parented to a `Class.Part` or `Class.Attachment` (3D sounds).
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description: |
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The maximum distance, in studs, a client's listener can be from the
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`Class.Sound` origin and still hear it. Only applies to Sounds parented to
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a `Class.Part` or `Class.Attachment` (3D sounds).
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How MaxDistance impacts the attenuation of a sound (manner in which it
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fades out) is dependent on the `Class.Sound.RollOffMode` property. When
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RollOffMode is set to use an inverse type distance model (Inverse or
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InverseTapered) the MaxDistance will not effect the attenuation of the
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sound. This means that low values for MaxDistance will cause the sound to
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abruptly cut off when the listener reaches the MaxDistance. In most cases
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this is not desirable and developers are advised not to use low
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MaxDistance values.
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When RollOffMode is set to a linear type distance model (Linear or
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LinearSquared) the sound will attenuate between `Class.Sound.EmitterSize`
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and MaxDistance (with playback volume reaching zero at MaxDistance). This
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is less realistic, but in some cases allows attenuation to be handled in a
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more intuitive way.
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code_samples:
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- Sound-MaxDistance
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type: float
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tags:
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- Deprecated
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deprecation_message: |
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This property has deprecated in favor of `Class.Sound.RollOffMinDistance`
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and `Class.Sound.RollOffMaxDistance` which should be used instead in new
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work.
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.MinDistance
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summary: |
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The minimum distance at which a 3D `Class.Sound` (direct child of a
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`Class.BasePart` or `Class.Attachment`) will begin to attenuate.
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Effectively, the emitter size.
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description: |
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The minimum distance at which a 3D `Class.Sound` (direct child of a
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`Class.BasePart` or `Class.Attachment`) will begin to attenuate.
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Effectively, the emitter size.
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code_samples: []
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type: float
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tags:
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- Deprecated
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deprecation_message: |
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MinDistance has been superseded by `Class.Sound.EmitterSize`, whose name
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better describes this properties behavior.
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.Pitch
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summary: |
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Sets how high pitched and fast a `Class.Sound` is when it is played. The
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greater the integer, the higher and faster the `Class.Sound` is.
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description: |
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Sets how high pitched and fast a `Class.Sound` is when it is played. The
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greater the integer, the higher and faster the sound is.
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code_samples: []
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type: float
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tags:
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- Deprecated
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deprecation_message: |
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This property has been deprecated in favor of `Class.Sound.PlaybackSpeed`
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whose name suits the behavior better.
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: true
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.PlaybackLoudness
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summary: |
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A number between `0` and `1000` indicating how loud the `Class.Sound` is
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currently playing back.
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description: |
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A number between `0` and `1000` indicating how loud the `Class.Sound` is
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currently playing back. This property reflects the amplitude of the
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sound's playback in the instance of time it is read.
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code_samples:
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- Sound-PlaybackLoudness
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type: double
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tags:
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- ReadOnly
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- NotReplicated
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Playback
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- LegacySound
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- name: Sound.PlaybackRegion
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summary: |
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A range denoting a desired start and stop time within the
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`Class.Sound.TimeLength|TimeLength`, in seconds.
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description: |
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A range denoting a desired start and stop time within the
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`Class.Sound.TimeLength|TimeLength`, in seconds.
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- If `Class.Sound.PlaybackRegion|PlaybackRegion.Min` `>` `0`, the sound
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begins to play from the `Class.Sound.PlaybackRegion|PlaybackRegion.Min`
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time.
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- If `Class.Sound.PlaybackRegion|PlaybackRegion.Min` `<` `0`, the sound
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begins to play from `0`.
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- If `Class.Sound.PlaybackRegion|PlaybackRegion.Max` `>`
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`Class.Sound.TimeLength`, the sound stops at `Class.Sound.TimeLength`.
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- If `Class.Sound.PlaybackRegion|PlaybackRegion.Max` `<`
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`Class.Sound.TimeLength`, the sound stops at **exactly** that time.
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- If `Class.Sound.PlaybackRegion|PlaybackRegion.Min` `==`
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`Class.Sound.PlaybackRegion|PlaybackRegion.Max`, this property is
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inactive.
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code_samples: []
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type: NumberRange
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tags: []
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deprecation_message: ''
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security:
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read: None
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|
write: None
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|
thread_safety: ReadSafe
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category: Regions
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: Sound.PlaybackRegionsEnabled
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summary: |
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If `true`, this property gives your `Class.Sound` access to the
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`Class.Sound.PlaybackRegion|PlaybackRegion` and
|
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`Class.Sound.LoopRegion|LoopRegion` properties which can more-accurately
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control its playback.
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description: |
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If `true`, this property gives your `Class.Sound` access to the
|
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`Class.Sound.PlaybackRegion|PlaybackRegion` and
|
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`Class.Sound.LoopRegion|LoopRegion` properties which can more-accurately
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control its playback.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Playback
|
|
serialization:
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|
can_load: true
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|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.PlaybackSpeed
|
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summary: |
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Determines the speed at which a `Class.Sound` will play, with higher
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values causing the sound to play faster and at a higher pitch.
|
|
description: |
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Determines the speed at which a `Class.Sound` will play, with higher
|
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values causing the sound to play faster and at a higher pitch.
|
|
code_samples:
|
|
- Sound-PlaybackSpeed
|
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type: float
|
|
tags:
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Playback
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Playing
|
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summary: |
|
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Indicates whether the `Class.Sound` is currently playing.
|
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description: |
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Indicates whether the `Class.Sound` is currently playing. This can be
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toggled, and this property will always replicate.
|
|
|
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In Studio's [Properties](../../../studio/properties.md) window, while in
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**Edit** mode, toggling `Class.Sound.Playing|Playing` to `true` does not
|
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begin playing the sound, but the sound will begin playing during runtime.
|
|
|
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This property should not be confused with
|
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`Class.Sound.IsPlaying|IsPlaying` which is a read-only property.
|
|
|
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Note that when `Class.Sound.Playing|Playing` is set to `false`, the
|
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`Class.Sound.TimePosition|TimePosition` property of the sound will not
|
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reset, meaning that when `Class.Sound.Playing|Playing` is set to `true`
|
|
again, the audio will continue from the time position it was at when it
|
|
was stopped. However, if the `Class.Sound:Play()|Play()` function is used
|
|
to resume the sound, the time position will reset to `0`.
|
|
code_samples:
|
|
- Sound-Playing
|
|
type: boolean
|
|
tags:
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Playback
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.PlayOnRemove
|
|
summary: |
|
|
When `true`, the `Class.Sound` will play when it is removed from the
|
|
experience.
|
|
description: |
|
|
When `true`, the `Class.Sound` will play when it is removed from the
|
|
experience by parenting the `Class.Sound` or one if its ancestors to
|
|
`nil`. This means all of the following will cause the sound to play when
|
|
`Class.Sound.PlayOnRemove|PlayOnRemove` is `true`:
|
|
|
|
- `sound:Destroy()`
|
|
- `sound.Parent = nil`
|
|
- `sound.Parent.Parent = nil`
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Behavior
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.RollOffMaxDistance
|
|
summary: |
|
|
The maximum distance, in studs, a client's listener can be from the
|
|
sound's origin and still hear it. Only applies to `Class.Sound|Sounds`
|
|
parented to a `Class.BasePart` or `Class.Attachment`.
|
|
description: |
|
|
The maximum distance, in studs, a client's listener can be from the
|
|
sound's origin and still hear it. Only applies to `Class.Sound|Sounds`
|
|
parented to a `Class.BasePart` or `Class.Attachment`.
|
|
|
|
How `Class.Sound.RollOffMaxDistance|RollOffMaxDistance` impacts the
|
|
attenuation of a sound (manner in which it fades out) is dependent on the
|
|
`Class.Sound.RollOffMode|RollOffMode` property.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Emitter
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.RollOffMinDistance
|
|
summary: |
|
|
The minimum distance, in studs, at which a `Class.Sound` which is parented
|
|
to a `Class.BasePart` or `Class.Attachment` will begin to attenuate
|
|
(decrease in volume).
|
|
description: |
|
|
The minimum distance, in studs, at which a `Class.Sound` which is parented
|
|
to a `Class.BasePart` or `Class.Attachment` will begin to attenuate
|
|
(decrease in volume).
|
|
|
|
How `Class.Sound.RollOffMinDistance|RollOffMinDistance` impacts the
|
|
attenuation of a sound (manner in which it fades out) is dependent on the
|
|
`Class.Sound.RollOffMode|RollOffMode` property.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Emitter
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.RollOffMode
|
|
summary: |
|
|
Controls how the volume of a `Class.Sound` which is parented to a
|
|
`Class.BasePart` or `Class.Attachment` attenuates (fades out) as the
|
|
distance between the listener and parent changes.
|
|
description: |
|
|
This property controls how the volume of a `Class.Sound` which is parented
|
|
to a `Class.BasePart` or `Class.Attachment` attenuates (fades out) as the
|
|
distance between the listener and parent changes.
|
|
|
|
For details on the different modes, see `Enum.RollOffMode`.
|
|
code_samples: []
|
|
type: RollOffMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Emitter
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.SoundGroup
|
|
summary: |
|
|
The `Class.SoundGroup` that is linked to this `Class.Sound`.
|
|
description: |
|
|
The `Class.SoundGroup` that is linked to this `Class.Sound`.
|
|
code_samples: []
|
|
type: SoundGroup
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Routing
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.SoundId
|
|
summary: |
|
|
Content ID of the sound file to associate with the `Class.Sound`.
|
|
description: |
|
|
This property is the content ID of the sound file to associate with the
|
|
`Class.Sound`. See [Audio Assets](../../../audio/assets.md) for more
|
|
information.
|
|
code_samples: []
|
|
type: ContentId
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Asset
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.TimeLength
|
|
summary: |
|
|
The length of the `Class.Sound` in seconds.
|
|
description: |
|
|
The length of the `Class.Sound` in seconds. If the `Class.Sound` is not
|
|
loaded, this value will be `0`.
|
|
|
|
This property is often used in conjunction with
|
|
`Class.Sound.PlaybackSpeed|PlaybackSpeed` to adjust the speed of a sound
|
|
so that it lasts for a specific duration.
|
|
code_samples:
|
|
- Sound-PlaybackSpeed-TimeLength
|
|
type: double
|
|
tags:
|
|
- ReadOnly
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Asset
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.TimePosition
|
|
summary: |
|
|
Progress of the `Class.Sound` in seconds. Can be changed to move the
|
|
playback position of the `Class.Sound` both before and during playback.
|
|
description: |
|
|
This property reflects the progress of the `Class.Sound` in seconds. It
|
|
can be changed to move the playback position of the sound both before and
|
|
during playback.
|
|
|
|
As a `Class.Sound` is played, `Class.Sound.TimePosition|TimePosition`
|
|
increases at a rate of `Class.Sound.PlaybackSpeed|PlaybackSpeed` per
|
|
second. Once `Class.Sound.TimePosition|TimePosition` reaches
|
|
`Class.Sound.TimeLength|TimeLength`, the sound will stop unless it is
|
|
`Class.Sound.Looped|Looped`.
|
|
|
|
Note that setting `Class.Sound.TimePosition|TimePosition` to a value
|
|
greater than the length in a looped track will not cause it to wrap
|
|
around. If that behavior is desired, consider the following code snippet:
|
|
|
|
```
|
|
local newPosition = 1.5
|
|
|
|
if newPosition >= sound.TimeLength then
|
|
newPosition = newPosition - sound.TimeLength
|
|
end
|
|
sound.TimePosition = newPosition
|
|
```
|
|
code_samples:
|
|
- Sound-TimePosition
|
|
type: double
|
|
tags:
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Playback
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Volume
|
|
summary: |
|
|
The volume of the `Class.Sound`.
|
|
description: |
|
|
The volume of the `Class.Sound`. Can be set between `0` and `10` and
|
|
defaults to `0.5`.
|
|
|
|
Note that if the `Class.Sound` is a member of a `Class.SoundGroup`, its
|
|
playback volume (but not its `Class.Sound.Volume|Volume` property) will be
|
|
influenced by the group's `Class.SoundGroup.Volume` property.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Playback
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- LegacySound
|
|
methods:
|
|
- name: Sound:Pause
|
|
summary: |
|
|
Pauses playback of the `Class.Sound` if it is playing.
|
|
description: |
|
|
This method pauses playback of the `Class.Sound` if it is playing, setting
|
|
`Class.Sound.Playing|Playing` to `false`. Unlike
|
|
`Class.Sound:Stop()|Stop()`, it does not reset
|
|
`Class.Sound.TimePosition|TimePosition`, meaning the sound can be resumed
|
|
using `Class.Sound:Resume()|Resume()`.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound:pause
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This deprecated function is a variant of `Class.Sound:Pause()` which
|
|
should be used instead.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound:Play
|
|
summary: |
|
|
Plays the `Class.Sound`.
|
|
description: |
|
|
This method plays the `Class.Sound` and sets
|
|
`Class.Sound.TimePosition|TimePosition` to the last value set by a script
|
|
(or `0` if it has not been set), then sets `Class.Sound.Playing|Playing`
|
|
to `true`.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound:play
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This deprecated function is a variant of `Class.Sound:Play()` which should
|
|
be used instead.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound:Resume
|
|
summary: |
|
|
Resumes the `Class.Sound`.
|
|
description: |
|
|
This method resumes the `Class.Sound` and sets
|
|
`Class.Sound.Playing|Playing` to `true`. Does not alter
|
|
`Class.Sound.TimePosition|TimePosition` and thus can be used to resume
|
|
playback of a sound paused through `Class.Sound:Pause()|Pause()`.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound:Stop
|
|
summary: |
|
|
Stops the `Class.Sound`.
|
|
description: |
|
|
This method stops the `Class.Sound` and sets `Class.Sound.Playing|Playing`
|
|
to `false`, then sets `Class.Sound.TimePosition|TimePosition` to `0`.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound:stop
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This deprecated function is a variant of `Class.Sound:Stop()` which should
|
|
be used instead.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- LegacySound
|
|
events:
|
|
- name: Sound.DidLoop
|
|
summary: |
|
|
Fires whenever the `Class.Sound` loops.
|
|
description: |
|
|
Fires whenever the `Class.Sound` loops. Returns `soundId` and
|
|
`numOfTimesLooped`, giving the content ID of the sound and the number of
|
|
times looped respectively.
|
|
|
|
When the `Class.Sound` is stopped through `Class.Sound:Stop()|Stop()`, the
|
|
looped counter resets meaning the next `Class.Sound.DidLoop|DidLoop` event
|
|
will return `1` for `numOfTimesLooped`.
|
|
code_samples:
|
|
- Sound-Looping-2
|
|
parameters:
|
|
- name: soundId
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that looped.
|
|
- name: numOfTimesLooped
|
|
type: int
|
|
default:
|
|
summary: |
|
|
The number of times the `Class.Sound` has looped.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Ended
|
|
summary: |
|
|
Fires when the `Class.Sound` has completed playback and stopped.
|
|
description: |
|
|
Fires when the `Class.Sound` has completed playback and stopped. This
|
|
event is often used to destroy a sound when it has completed playback:
|
|
|
|
```
|
|
sound:Play()
|
|
sound.Ended:Wait()
|
|
sound:Destroy()
|
|
```
|
|
|
|
Note that this event will **not** fire for sounds with
|
|
`Class.Sound.Looped|Looped` set to `true`, as they continue playing upon
|
|
reaching their end. This event will also **not** fire when the sound is
|
|
stopped before playback has completed; for this use the
|
|
`Class.Sound.Stopped|Stopped` event.
|
|
code_samples: []
|
|
parameters:
|
|
- name: soundId
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that has ended.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Loaded
|
|
summary: |
|
|
Fires when the `Class.Sound` is loaded.
|
|
description: |
|
|
Fires when the `Class.Sound` is loaded.
|
|
|
|
As this event only fires at the time the sound is loaded, it's recommended
|
|
to check the sound's `Class.Sound.IsLoaded|IsLoaded` property prior to
|
|
connecting to this event.
|
|
code_samples:
|
|
- Sound-Loaded
|
|
parameters:
|
|
- name: soundId
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that loaded.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Paused
|
|
summary: |
|
|
Fires whenever the `Class.Sound` is paused using
|
|
`Class.Sound:Pause()|Pause()`.
|
|
description: |
|
|
Fires whenever the `Class.Sound` is paused using
|
|
`Class.Sound:Pause()|Pause()`.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters:
|
|
- name: soundId
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that was
|
|
paused.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Played
|
|
summary: |
|
|
Fires whenever the `Class.Sound` is played using
|
|
`Class.Sound:Play()|Play()`.
|
|
description: |
|
|
Fires whenever the `Class.Sound` is played using
|
|
`Class.Sound:Play()|Play()`. This event will **not** fire if the
|
|
`Class.Sound` is played due to `Class.Sound.PlayOnRemove|PlayOnRemove`
|
|
being set to `true` and the sound being destroyed.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters:
|
|
- name: soundId
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that was
|
|
played.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Resumed
|
|
summary: |
|
|
Fires when the `Class.Sound` is resumed using
|
|
`Class.Sound:Resume()|Resume()`.
|
|
description: |
|
|
Fires when the `Class.Sound` is resumed using
|
|
`Class.Sound:Resume()|Resume()`.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters:
|
|
- name: soundId
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The `Class.Sound.SoundId|SoundId` of the `Class.Sound` being resumed.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- LegacySound
|
|
- name: Sound.Stopped
|
|
summary: |
|
|
Fires when the `Class.Sound` is stopped through using
|
|
`Class.Sound:Stop()|Stop()`.
|
|
description: |
|
|
Fires when the `Class.Sound` is stopped through using
|
|
`Class.Sound:Stop()|Stop()`. Destroying a sound while it is playing will
|
|
not cause this event to fire.
|
|
code_samples:
|
|
- Sound-Functions
|
|
parameters:
|
|
- name: soundId
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that stopped.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- LegacySound
|
|
callbacks: []
|