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Unigine.SoundSource Class

Inherits from: Node

This class is used to create directional sound sources. The source's sound fades out linearly in a specified range (see getMinDistance() and getMaxDistance()). If inner and outer sound cones are defined, they will also have their share in the attenuation factor (see the getConeInnerAngle() and getConeOuterAngle() functions).

Notice
Attenuation is available only for mono sound sources. If a source is the stereo one, it won't attenuate with the distance.

Sound sources are automatically handled by the sound manager. When the sound source is within the audible range, it is loaded into the memory (a full sample or its chunk, depending on whether the source is static or streamed). When it gets outside the audible range, the sound file is automatically deleted from the memory. Static sound sources are instanced; streamed ones are not.
If you still want to manage a sound source manually, you can check if it has stopped playing and after that delete it.

There is also no limitation on the number of sound sources in the world, as only currently audible ones are rendered. In the worst case scenario, when the number of simultaneously heard sound sources exceeds the hardware capabilities, some of them will not be played.

Creating a Sound Source#

To create a sound source, create an instance of the SoundSource class and specify all required settings:

Source code (C#)
// create a new sound source using the given sound sample file
SoundSource sound = new SoundSource("sound.mp3");

// disable sound muffling when being occluded
sound.Occlusion = 0;
// set the distance at which the sound gets clear
sound.MinDistance = 10.0f;
// set the distance at which the sound becomes out of audible range
sound.MaxDistance = 100.0f;
// set the gain that result in attenuation of 6 dB
sound.Gain = 0.5f;
// loop the sound
sound.Loop = 1;
// start playing the sound sample 
sound.Play();

Updating an Existing Sound Source#

To update the sound source settings, you can call the corresponding methods:

Source code (C#)
// change the sample file of the playing sound source
if ((sound.IsPlaying) && (Input.IsKeyDown(Input.KEY.C)))
{
	// specify a new sample file
	sound.SampleName = "sound_1.mp3";
	// reduce the gain
	sound.Gain = 0.2f;
}

As sound has its own thread that updates at 30 FPS, changes won't be applied immediately. However, you can force updating by using the renderWorld() method.

Sound events like play() or stop() aren't updated immediately as well. So, when you need to perform operations that require stopping of the playback (for example, updating the time, from which the sample should be played), you need to force update the sound thread after stopping the playback:

Source code (C#)
// check if the sound sample is playing
if (sound.IsPlaying)
{
	// stop playing the sample
	sound.Stop();
	// force updating of the sound thread
	Sound.RenderWorld(1);
	// update time
	sound.Time = 0.0f;
	// play the sample 
	sound.Play();
}

See Also

  • Playing Sounds on Collisions article to learn how to play sound sources on collisions with physical bodies
  • Controlling Sound Sources Globally article to learn how to toggle all sounds at the same time
  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/sounds/ folder:

    • sound_static_00
    • sound_static_01
    • sound_static_02
    • sound_static_03
    • sound_static_04
    • sound_stream_00
  • Sounds sample in C# Component Samples suite

SoundSource Class

Properties

bool IsStopped#

The A value indicating if playback is currently stopped.

bool IsPlaying#

The A value indicating if the sample is currently being played.

float RoomRolloff#

The current scaling room rolloff factor for the sound source that determines attenuation of the reverberation sound over distance.

float Adaptation#

The current adaptation time period for the sound source, during which the volume of the occluded sound gradually changes (fading in and out). this parameter is used to make sounds fade in and out smoothly.

int Occlusion#

The A value indicating if sound source should be muffled when being occluded.

int OcclusionMask#

The current bit mask that determines which objects occlude the sound source. for a sound to be occluded by an object's surface, at least one bit of this mask should match the occlusion mask of object's surface. Each surface has its own occlusion value, that determines how much it affects sounds in case of occlusion.
Notice
Sound occlusion must be enabled.

float MinDistance#

The A distance, at which the sound starts to fade, in units.

float MaxDistance#

The A distance, at which the sound completely fades out, in units.

float ConeOuterGain#

The current gain controlling the sound intensity outside the oriented cone defined by the outer angle.

float ConeOuterGainHF#

The current gain filter value for the sound source that attenuates the reverberation sound at high frequencies outside the oriented cone.

float ConeOuterAngle#

The current angle of the outer sound cone. when moving to the edge of the outer cone, sound volume is fading up to the outside the cone gain value.

float ConeInnerAngle#

The current angle of the inner sound cone. sound volume in the inner cone does not change.

float AirAbsorption#

The current air absorption value for the sound source that determines the distance-dependent attenuation of the reverberation sound at high frequencies caused by the propagation medium.

float Time#

The current time, at which the sample is being played.

int ReverbMask#

The current bit mask that determines what reverberation zones can be heard. For sound to reverberate, at least one bit of this mask should match with the player's reverberation mask. At the same time, reverb mask of the reverberation zone should also match with the player's one (but not necessarily in the same bit as this mask matches it).

int SourceMask#

The A bit mask that determines to what sound channels the source belongs to. For a sound source to be heard, its mask should match at least with the player's sound mask in at least one bit.

string SampleName#

The sound sample file of the sound source.

float Pitch#

The current sound pitch.

bool Stream#

The A value indicating whether the sound is streamed or not.

bool RestartOnEnable#

The A value indicating if playback is to be restarted from the beginning each time the sound source is enabled.

bool PlayOnEnable#

The A value indicating if playback is to be started each time the sound source is enabled.
Notice
Playback will begin from the moment it was previously stopped. To enable playback from the beginning use the setRestartOnEnable() method.

int Loop#

The A value indicating if the sample is looped.

float Length#

The total length of the sound sample.

float Gain#

The current gain controlling the sound intensity. is set to 0, the sound source is muted.

Members


SoundSource ( string name, int stream = 0 ) #

Constructor. Creates a new world sound source using a given sound sample file.

Arguments

  • string name - Path to the sound sample file.
  • int stream - Positive value to create a streaming source, 0 to create a static source. If the flag is set, the sample will not be fully loaded into memory. Instead, its successive parts will be read one by one into a memory buffer.

void Play ( ) #

Starts playing the sample.

void Stop ( ) #

Stops playback. This function doesn't reset the playback position so that playing of the file can be resumed from the same point.
Notice
The playback won't stop immediately, as the sound thread is updated at 30 FPS. So, when you need to perform operations that require stopping of the playback (for example, updating the time, from which the sample should be played), you need to force update the sound thread after stopping the playback.

static int type ( ) #

Returns the type of the node.

Return value

Sound type identifier.
Last update: 2023-03-01
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