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65 bytes added ,  01:37, 19 October 2021
Added method names to each section
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===Playing client-side sounds===
 
===Playing client-side sounds===
<dt><tt>playSound</tt></dt>
+
<dt><tt>Game1.playSound</tt></dt>
 
<dd>
 
<dd>
 
You can play a sound for the current player only, played from no specific location, by calling the <tt>Game1.playSound()</tt> method. For example:
 
You can play a sound for the current player only, played from no specific location, by calling the <tt>Game1.playSound()</tt> method. For example:
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</dd>
 
</dd>
   −
<dt><tt>localSound</tt></dt>
+
<dt><tt>GameLocation.localSound</tt></dt>
 
<dd>
 
<dd>
 
Similarly, you can play a sound for the current player only, played from a specific map, by calling the <tt>GameLocation.localSound()</tt> method:
 
Similarly, you can play a sound for the current player only, played from a specific map, by calling the <tt>GameLocation.localSound()</tt> method:
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</dd>
 
</dd>
   −
<dt><tt>localSoundAt</tt></dt>
+
<dt><tt>GameLocation.localSoundAt</tt></dt>
 
<dd>
 
<dd>
 
This works just like the <tt>localSound</tt> method, except that it plays spatial audio, and will adjust the played sound's volume and position based on its proximity from the player. Sounds played from <tt>GameLocation.localSoundAt()</tt> will not be heard if the provided position is off-screen.
 
This works just like the <tt>localSound</tt> method, except that it plays spatial audio, and will adjust the played sound's volume and position based on its proximity from the player. Sounds played from <tt>GameLocation.localSoundAt()</tt> will not be heard if the provided position is off-screen.
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</dd>
 
</dd>
   −
<dt><tt>playSoundPitched</tt></dt>
+
<dt><tt>Game1.playSoundPitched</tt></dt>
 
<dd>
 
<dd>
 
If desired, you can pitch shift a sound at intervals of 100 per half step, with 1200 being the pitch of the original sample.
 
If desired, you can pitch shift a sound at intervals of 100 per half step, with 1200 being the pitch of the original sample.
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</dd>
 
</dd>
   −
<dt><tt>playSoundAfterDelay</tt></dt>
+
<dt><tt>DelayedAction.playSoundAfterDelay</tt></dt>
 
<dd>
 
<dd>
 
Sometimes, you need to play a sound after waiting a certain period of time, for the current player at no particular location. In this case, you can call the <tt>DelayedAction.playSoundAfterDelay()</tt> method:
 
Sometimes, you need to play a sound after waiting a certain period of time, for the current player at no particular location. In this case, you can call the <tt>DelayedAction.playSoundAfterDelay()</tt> method:
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<dt><tt>GameLocation.playSound</tt></dt>
 
<dt><tt>GameLocation.playSound</tt></dt>
 
<dd>
 
<dd>
This method will play a sound for all players located in the same map, but not from a particular position:
+
This method will play a sound for all players located on the same map, but not from a particular position:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
 
// When a player places a new structure, a sound will be played
 
// When a player places a new structure, a sound will be played
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</dd>
 
</dd>
   −
<dt><tt>playSoundAt</tt></dt>
+
<dt><tt>GameLocation.playSoundAt</tt></dt>
 
<dd>
 
<dd>
 
Like <tt>localSoundAt</tt>, this method can be used to play sounds spatially at a specific map and location, and will adjust the played sound's volume and position based on its proximity from a nearby player. A player will not hear any sound played from the <tt>GameLocation.playSoundAt()</tt> method if the provided position is off-screen:
 
Like <tt>localSoundAt</tt>, this method can be used to play sounds spatially at a specific map and location, and will adjust the played sound's volume and position based on its proximity from a nearby player. A player will not hear any sound played from the <tt>GameLocation.playSoundAt()</tt> method if the provided position is off-screen:
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