Sound¶
Connected with the game events systems it deals directly with the OSC server It also provides a phantom layer, which mimics OSC with local BGE sound resources.
- class src.sound.AudaspaceSoundEngine(logger)¶
Bases: src.sound.SoundEngine
- class src.sound.AudaspaceSoundObject(engine, kx_object)¶
Bases: builtins.object
- play(sound, loop=False, volume=0.5)¶
Load and play sound file
- class src.sound.Base(parent)¶
Bases: src.base.Base
- setOSCUser(user)¶
Specify the OSC User to use
- setVolumeHigh()¶
High volume, sonar is on
- setVolumeLow()¶
Low volume, flashlight is on
- setVolumeNormal()¶
Normal volume, initial
- class src.sound.Bat(engine, sound_source, force_fallback=False)¶
Bases: src.sound.Enemy
- sound_end = 'bat_end.wav'¶
- sound_init = 'bat.wav'¶
- class src.sound.Enemy(engine, sound_source, sound_init, sound_end, force_fallback)¶
Bases: builtins.object
- audio_folder = '//../audio/'¶
- osc = None¶
- playEnd()¶
Play sound for when the object ends (e.g., is hit by rock)
- playInit()¶
Play sound for when the object is active (e.g., flying)
- sound_end¶
- sound_init¶
- class src.sound.Ghost(engine, sound_source, force_fallback=False)¶
Bases: src.sound.Enemy
- sound_end = 'ghost_end.wav'¶
- sound_init = 'ghost.wav'¶
- class src.sound.OSCSoundEngine(osc, logger)¶
Bases: src.sound.SoundEngine
- getUser()¶
called from the OSC objects
- setUser(user)¶
called from the processor file
- class src.sound.OSCSoundObject(osc, engine, kx_object)¶
Bases: builtins.object
- play(sound, loop=False, volume=0.5)¶
Load and play sound file
Parameters: sound (str) – The sound file filepath
- class src.sound.Pendulum(engine, sound_source, force_fallback=False)¶
Bases: src.sound.Enemy
- sound_end = 'pendulum_end.wav'¶
- sound_init = 'pendulum.wav'¶