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Unigine.AmbientSource Class

This class is used to create a non-directional ambient background sound.

Creating an Ambient Sound Source#

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

Notice
For an ambient source to be played, a player is always required. In case an ambient source needs to be played when neither a world, nor the editor are loaded, a player, as well as the sound source (see code below), should be created in the SystemLogic.Init() method; otherwise, no sound will be heard.
Source code (C#)
// create a player so that an ambient sound source is played
PlayerSpectator player = new PlayerSpectator();
player.Position = new Vec3(0.0f, -3.401f, 1.5f);
player.ViewDirection = new vec3(0.0f, 1.0f, -0.4f);
Game.Player = player;

// create the ambient sound source
AmbientSource sound = new AmbientSource("sound.mp3");
// set necessary sound settings
sound.Gain = 0.5f;
sound.Pitch = 1.0f;
sound.Loop = 1;
sound.Play();

Updating an Existing Ambient Sound Source#

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

Source code (C#)
// change the sample file of the playing sound source
if ((sound.IsPlaying) && (Input.IsKeyDown(Input.KEY.C)))
{
	// increase the pitch
    sound.Pitch = 2.0f;
	
    // 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, or the sample name), 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#

  • 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:

    • ambient_static_00
    • ambient_static_01
    • ambient_stream_00
    • ambient_stream_01
  • Sounds sample in C# Component Samples suite

AmbientSource Class

Properties

bool IsStopped#

The A value indicating if playback is stopped.

bool IsPlaying#

The A value indicating if the sample is being played.

float Time#

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

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 name of the sound file.
Source code (C#)
if (sound.IsPlaying)
{
	// stop the playing sound
	sound.Stop();
	// force updating of the sound thread
	Sound.RenderWorld(1);
	// set a new sample file to be played
	sound.SampleName = "stream_stereo_01.oga";
	// play the sound
	sound.Play();
}

float Pitch#

The A sound pitch.

int Loop#

The A value indicating if the sample is looped.

float Length#

The total length of the sound sample.

float Gain#

The Volume of the sound.

Members


AmbientSource ( string name, int stream = 0 ) #

Constructor. Creates a new ambient sound source using a given sound file.

Arguments

  • string name - Path to the sound 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 saves 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.
Last update: 2024-12-13
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