Sound Properties

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Sound Properties

The Sound type exposes the following members.

Properties
  Name Description
Public property Attenuation
Attenuation factor of the music. The attenuation is a multiplicative factor which makes the music more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.
Public property CPointer
Access to the internal pointer of the object. For internal use only
(Inherited from ObjectBase.)
Public property Loop
Flag if the sound should loop after reaching the end. If set, the sound will restart from beginning after reaching the end and so on, until it is stopped or Loop = false is set. The default looping state for sounds is false.
Public property MinDistance
Minimum distance of the sound. The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.
Public property Pitch
Pitch of the sound. The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The default value for the pitch is 1.
Public property PlayingOffset
Current playing position of the sound. The playing position can be changed when the sound is either paused or playing.
Public property Position
3D position of the sound in the audio scene. Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
Public property RelativeToListener
Make the music's position relative to the listener or absolute. Making a sound relative to the listener will ensure that it will always be played the same way regardless the position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).
Public property SoundBuffer
Buffer containing the sound data to play through the sound. It is important to note that the sound buffer is not copied, thus the SoundBuffer instance must remain alive as long as it is attached to the sound.
Public property Status
Current status of the sound (see SoundStatus enum)
Public property Volume
Volume of the sound. The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.
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