PowerHorse Engine
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    Hierarchy

    Index

    Constructors

    Properties

    _channelVolume: number = ...
    AudiosAllowedInParallel: number = 99

    How many audios can be playing in parallel in this channel.

    AudiosInParallelAreStopped: boolean = false
    Muted: boolean = false
    Volume: number = 1

    Master volume for the current channel.

    Methods

    • Parameters

      • AudioName: string
      • ...args: [NoDecay?: boolean]

      Returns void

    • Parameters

      • AudioName: string
      • ...args: [NoDecay?: boolean]

      Returns void

    • Parameters

      • AudioName: string
      • Source: Instance
      • OptionalProps: {
            _audioVolume: number;
            Decay: undefined | number;
            Ended: RBXScriptSignal;
            Looped: boolean;
            LoopRegion: NumberRange;
            Muted: boolean;
            ParallelPriority: number;
            PlaybackRegion: NumberRange;
            PlaybackRegionsEnabled: boolean;
            PlaybackSpeed: number;
            PlayDebounce: number;
            Playing: boolean;
            RespectsAudiosAllowedInParallel: boolean;
            RollOffMaxDistance: number;
            RollOffMinDistance: number;
            RollOffMode: InverseTapered;
            SoundGroup: undefined | SoundGroup;
            Source: undefined | Instance;
            StartDecay: undefined | number;
            StopDecay: undefined | number;
            Stopped: RBXScriptSignal;
            TimePosition: number;
            Volume: number;
            VolumeTransitionSpeed: number;
            CloneAudio(
                Detached?: boolean,
                AudioName?: string,
            ): AudioManagerChannelAudio;
            LoadFromSource<T extends keyof AudioManagerChannelAudio>(
                Source: Instance,
                Props?: {
                    [k in keyof AudioManagerChannelAudio]: AudioManagerChannelAudio[T]
                },
            ): AudioManagerChannelAudio;
            Pause(NoDecay?: boolean): void;
            Play(NoDecay?: boolean): void;
            PlayFromSource<T extends keyof AudioManagerChannelAudio>(
                Source: Instance,
                Props?: {
                    [k in keyof AudioManagerChannelAudio]: AudioManagerChannelAudio[T]
                },
            ): AudioManagerChannelAudio;
            Stop(NoDecay?: boolean): void;
        }
        • _audioVolume: number
        • Decay: undefined | number
        • Ended: RBXScriptSignal
        • Looped: boolean
        • LoopRegion: NumberRange
        • Muted: boolean
        • ParallelPriority: number
        • PlaybackRegion: NumberRange
        • PlaybackRegionsEnabled: boolean
        • PlaybackSpeed: number
        • PlayDebounce: number

          Debounce how often the Play method can be called.

        • Playing: boolean
        • RespectsAudiosAllowedInParallel: boolean

          This audio will play in parallel with the other audios of this channel, meaning it will not be considered by the AudiosInParallel value.

        • RollOffMaxDistance: number
        • RollOffMinDistance: number
        • RollOffMode: InverseTapered
        • SoundGroup: undefined | SoundGroup
        • Source: undefined | Instance

          If a source is provided, the audio will be transmitted from the source.

        • StartDecay: undefined | number

          Fades in the audio.

        • StopDecay: undefined | number

          Fades out the audio.

          Will also decay on :Pause().

        • Stopped: RBXScriptSignal
        • TimePosition: number
        • Volume: number
        • VolumeTransitionSpeed: number

          If not -1, Volume will be tweened whenever changed. Note that this will not affect Playing or Stopping. To have audio fade in and out, refer to Decay, StartDecay and StopDecay.

        • CloneAudio: function
          • Creates a Clone of the current AudioManagerChannelAudio.

            Parameters

            • OptionalDetached: boolean

              By default, if this is Destroyed, the Cloned Audio will be Destroyed aswell. Passing Detached as true will make the Clone audio not be destroyed with it's root.

              This will not fire any AudioAdded signals. Although the Cloned Audio will work like it was created from the channel, The channel will not know the audio was created, so GetAudio(AudioName) will not return the this audio.

            • OptionalAudioName: string

            Returns AudioManagerChannelAudio

        • LoadFromSource: function
        • Pause: function
          • Parameters

            • OptionalNoDecay: boolean

            Returns void

        • Play: function
          • Parameters

            • OptionalNoDecay: boolean

            Returns void

        • PlayFromSource: function
        • Stop: function
          • Parameters

            • OptionalNoDecay: boolean

            Returns void

      Returns undefined | AudioManagerChannelAudio

    • Parameters

      • AudioName: string
      • ...args: [NoDecay?: boolean]

      Returns void