PowerHorse Engine
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    Hierarchy

    • Pseudo<{ SoundInstance: Sound }>
      • AudioManagerChannelAudio
    Index

    Constructors

    Properties

    _audioVolume: number = ...
    Decay: undefined | number = undefined
    Ended: RBXScriptSignal
    Looped: boolean = false
    LoopRegion: NumberRange = ...
    Muted: boolean = false
    ParallelPriority: number = 1
    PlaybackRegion: NumberRange = ...
    PlaybackRegionsEnabled: boolean = false
    PlaybackSpeed: number = 1
    PlayDebounce: number = -1

    Debounce how often the Play method can be called.

    Playing: boolean = false
    RespectsAudiosAllowedInParallel: boolean = true

    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 = 10000
    RollOffMinDistance: number = 10
    RollOffMode: InverseTapered = Enum.RollOffMode.InverseTapered
    SoundGroup: undefined | SoundGroup = undefined
    Source: undefined | Instance = undefined

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

    StartDecay: undefined | number = undefined

    Fades in the audio.

    StopDecay: undefined | number = undefined

    Fades out the audio.

    Will also decay on :Pause().

    Stopped: RBXScriptSignal
    TimePosition: number = 0
    Volume: number = 1
    VolumeTransitionSpeed: number = -1

    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.

    Methods

    • 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

    • Parameters

      • OptionalNoDecay: boolean

      Returns void

    • Parameters

      • OptionalNoDecay: boolean

      Returns void

    • Parameters

      • OptionalNoDecay: boolean

      Returns void