Sound is the key part of a game. Whether in form of sound effects or music, they are an excellent way to create atmosphere and make players immersed. We support uploading custom audio files which can be played in the game.
The custom name of this object.
The object-type name.
The parent of this object.
Display the position of an object (global position and relative position).
Displays the global orientation of an object.
The size of an object.
Mute the audio.
Play audio on a loop.
Once checked, the audio will be played when the scene starts.
[-1,1]-1: left 1: right.
0: 2D sound, 1: 3D sound.
Set the mixing coefficient of the sound source to reverb zone.
Determine the priority among all sound sources in the scene. 0: highest, 256: lowest.
This value determines how much the Doppler effect (Pitch changes along with the distance of the sound source.) will be applied to this sound source. The Doppler effect will not work if it is set to 0.
Set the spread angle of 3D stereo or multi-channel audio in speaker space.
This value represents the speed of sound attenuation.
Sound keeps constant within the minimum distance.
The delay until the audio starts to play. (unit: Hz)
Pauses the currently playing audio.
Plays the current audio. If the audio is paused, it will continue to play.
Stops the currently playing audio.
A special function, creating an instance of the specified class.
Deletes all child objects.
Clones an object to create a copy.
Returns the object's first parent node with the same name.
Returns the object's first parent node of the same class.
Returns the object's first child object with the same name. If the second parameter is true, it will search through descendants of all hierarchies.
Returns the object's first child object of the same type. If the second parameter is true, it will search through descendants of all hierarchies.
Seeks all its child objects and returns as a list.
Recursively seeks all its descendants and returns as a list.
Judges whether it is the class the same as the given object class or not.
Judges whether itself is the ancestor of the target object or not.
Judges whether itself is the descendant of the target object or not.
Seeks its own child object.
Seeks its own child object by a given name.
Judges whether the target object is the same as itself or not.
This event is triggered when the audio object is stopped or when it finishes playing.
This event is triggered when the playing audio object is paused.
This event is triggered when the audio object is played.
This event is triggered when the paused audio object is played.
This event is triggered when the playing audio object is stopped.
Triggered when a child object is added.
Deletes all child objects.
Triggered when a descendant is added.
Triggered when a descendant is removed.
Triggered when the ancestry is changed.