Source (日本語)

Sourceはオーディオ再生用オブジェクトです。 任意のソースについて、ボリュームやピッチ・ステレオ位置などを設定できます。

コンストラクタ

love.audio.newSource Creates a new Source from a file, SoundData, or Decoder.

関数

BezierCurve A Bézier curve object that can evaluate and render Bézier curves of arbitrary degree.
Body Bodies are objects with velocity and position.
Canvas Off-screen render target.
ChainShape A ChainShape consists of multiple line segments.
Channel An object which can be used to send and receive data between different threads.
CircleShape Circle extends Shape and adds a radius and a local position.
CompressedData Compressed image data designed to stay compressed in RAM and on the GPU.
Contact Contacts are objects created to manage collisions in worlds.
Cursor Represents a hardware cursor.
Data The superclass of all data.
Decoder An object which can gradually decode a sound file.
DistanceJoint Keeps two bodies at the same distance.
Drawable Superclass for all things that can be drawn on screen.
EdgeShape EdgeShape is a line segment.
File Represents a file on the filesystem.
FileData Data representing the contents of a file.
Fixture Fixtures attach shapes to bodies.
Font Defines the shape of characters than can be drawn onto the screen.
FontData A FontData represents a font.
Framebuffer Off-screen render target.
FrictionJoint A FrictionJoint applies friction to a body.
GearJoint Keeps bodies together in such a way that they act like gears.
GlyphData A GlyphData represents a drawable symbol of a font.
Image Drawable image type.
ImageData Raw (decoded) image data.
Joint Attach multiple bodies together to interact in unique ways.
Joystick Represents a physical joystick.
Mesh A 2D polygon mesh used for drawing arbitrary textured shapes.
MouseJoint For controlling objects with the mouse.
Object:type Gets the type of the object as a string.
Object:typeOf Checks whether an object is of a certain type.
ParticleSystem Used to create cool effects, like fire.
PixelEffect Pixel shader effect.
PolygonShape Polygon is a convex polygon with up to 8 sides.
PrismaticJoint Restricts relative motion between Bodies to one shared axis.
PulleyJoint Allows you to simulate bodies connected through pulleys.
Quad A quadrilateral with texture coordinate information.
RandomGenerator A random number generation object which has its own random state.
Rasterizer A Rasterizer represents font data and glyphs.
RevoluteJoint Allow two Bodies to revolve around a shared point.
RopeJoint Enforces a maximum distance between two points on two bodies.
Shader Shader effect.
Shape Shapes are objects used to control mass and collisions.
SoundData Contains raw audio samples.
Source A Source represents audio you can play back.
Source:clone Creates an identical copy of the Source in the stopped state.
Source:getAttenuationDistances Gets the reference and maximum attenuation distances of the Source.
Source:getChannels Gets the number of channels in the Source.
Source:getCone Gets the Source's directional volume cones.
Source:getDirection Gets the direction of the Source.
… further results

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