SetSoundPan: Difference between revisions

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m (Fixed a typo)
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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">bool setSoundPan ( element theSound, float pan )</syntaxhighlight>  
<syntaxhighlight lang="lua">bool setSoundPan ( element theSound, float pan )</syntaxhighlight>  
 
{{OOP||[[sound]]:setPan|pan|getSoundPan}}
===Required Arguments===  
===Required Arguments===  
*'''theSound:''' The [[sound]] element which pan you want to modify.
*'''theSound:''' The [[sound]] element which pan you want to modify.

Revision as of 16:48, 17 October 2014

Dialog-information.png This article needs checking.

Reason(s): 3D sounds are supposed to pan automatically deppending on the camera position, so how does this function work with 3D sounds? --AlexTMjugador (talk) 10:09, 25 May 2014 (UTC)

This function is used to change the pan level of the specified sound element.

Syntax

bool setSoundPan ( element theSound, float pan )

OOP Syntax Help! I don't understand this!

Method: sound:setPan(...)
Variable: .pan
Counterpart: getSoundPan


Required Arguments

  • theSound: The sound element which pan you want to modify.
  • pan: A floating point number representing the desired pan level. Range is from -1.0 (left) to 1.0 (right)

Returns

Returns true if the sound element pan was successfully changed, false otherwise.

Example

Click to collapse [-]
Client
function playMusic ()
        local left = playSFX("genrl", 75, 6, true)    -- Play loading theme music
        local right = playSFX("genrl", 75, 7, true)
        setSoundPan(left, -1)                         -- switch the first music to left channel
        setSoundPan(right, 1)                         -- switch the second music to right channel
end

addCommandHandler("music", playMusic)                 -- add the command handler

See Also