HU/getSoundWaveData: Difference between revisions

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{{Client function hu}}
{{Client function hu}}
This function gets the wave form data for an audio stream which is a table of floats representing the current audio frame as a wave.
This function gets the wave form data for an audio stream which is a table of floats representing the current audio frame as a wave.
This allows things like visualisations.
Ez lehetővé teszi például a vizualizálást.


{{New feature/item|3.0132|1.3.2||
{{New feature/item|3.0132|1.3.2||
If the element is a player, this function will use the players voice.
Ha az elem egy játékos, akkor ez a funkció a játékos hangját fogja használni
}}
}}
==Syntax==  
==Syntax==  

Revision as of 12:56, 19 July 2018

This function gets the wave form data for an audio stream which is a table of floats representing the current audio frame as a wave. Ez lehetővé teszi például a vizualizálást.

Ha az elem egy játékos, akkor ez a funkció a játékos hangját fogja használni

Syntax

table getSoundWaveData ( element sound, int iSamples )

OOP Syntax Help! I don't understand this!

Method: sound:getWaveData(...)


Required Arguments

  • sound: a sound element that is created using playSound or playSound3D. Streams are also supported
  • iSamples: allowed samples are 256, 512, 1024, 2048, 4096, 8192 and 16384.

Returns

Returns a table of iSamples floats representing the current audio frame waveform. Returns false if the sound is not playing yet or hasn't buffered in the case of streams.

Example

Click to collapse [-]
Client
soundHandler = playSound ( "sound.wav" )

function onSoundPlayRender ( )
    if ( soundHandler ) then
        local waveData = getSoundWaveData ( soundHandler, 256 )
	if ( waveData ) then
            for i=0,255 do
                dxDrawRectangle ( i, 128, 1, waveData[i] * 128)
            end
        end
    end
end
addEventHandler ( "onClientRender", getRootElement(), onSoundPlayRender )

Changelog

Version Description
1.3.2 Added player element to use a players voice

See Also