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Sound related functions
The functions on this page are available by loading the sound.lua extension. It is loaded by default.
Plays the cue cuetype
, with the voice voice
and tick tick
at beat beat
.
voice
can be any of the following: 'Nurse'
, 'NurseTired'
, 'IanExcited'
, 'IanCalm'
, 'IanSlow'
, 'NoneBottom'
, 'NoneTop'
.
cuetype
can be any of the following: 'SayReaDyGetSetGoNew'
, 'SayGetSetGo'
, 'SayReaDyGetSetOne'
, 'SayGetSetOne'
, 'SayReadyGetSetGo'
, 'JustSayReady'
, 'JustSayRea'
, 'JustSayAnd'
, 'JustSayStop'
, 'JustSayDy'
, 'JustSayGo'
, 'JustSayAndStop'
, 'JustSayGet'
, 'JustSaySet'
, 'Count1'
, 'Count2'
, 'Count3'
, 'Count4'
, 'Count5'
.
Example:
level:cue(9, 'SayReaDyGetSetGoNew', 'IanExcited', 100, 1.5)
Sets the bpm to bpm
at beat beat
.
Example:
level:setbpm(8, 120)
Plays the sound sound
with volume
% volume, pitch
% pitch, pan
% panning, offset
offset and type soundtype
, at beat beat
.
soundtype
can be any of the following: 'CueSound'
, 'MusicSound'
, 'BeatSound'
, 'HitSound'
, 'OtherSound'
.
Example:
level:playsound(7, 'sndShaker', 100, 50, 1, 0, 'CueSound')
level:setclapsounds(beat, rowtype, p1sound, p1volume, p1pitch, p1pan, p1offset, p2sound, p2volume, p2pitch, p2pan, p2offset, cpusound, cpuvolume, cpupitch, cpupan, cpuoffset, p1used, p2used, cpuused)
oh boy
If p1used
is true, sets the clap sound of P1 to p1sound
, with p1volume
% volume, p1pitch
% pitch, p1pan
% panning, p1offset
offset, at beat beat
.
If p2used
is true, sets the clap sound of P2 to p2sound
, with p2volume
% volume, p2pitch
% pitch, p2pan
% panning, p2offset
offset, at beat beat
.
If cpuused
is true, sets the clap sound of CPU to cpusound
, with cpuvolume
% volume, cpupitch
% pitch, cpupan
% panning, cpuoffset
offset, at beat beat
.
Example:
level:setclapsounds(1, 'Classic', 'ClapHitP2', 70, 90, -10, 10, 'ClapHitCPU', 81, 79, 7, 5, 'ClapHit', 62, 84, 2, -50, true, false, true)
-- sets p1's clap sound to 'ClapHitP2', volume to 70%, pitch to 90%, panning to -10% and offset to 10
-- sets p2's clap sound to 'ClapHitCPU', volume to 81%, pitch to 79%, panning to 7% and offset to 5
-- sets cpu's clap sound to 'ClapHit', volume to 62%, pitch to 84%, panning to 2% and offset to -50
-- p1 and cpu are used, so set those to true, but p2 isn't, so set it to false
Sets when the heart should explode to intervaltype
and interval
offset in beats, at beat beat
.
intervaltype
can be any of the following: 'OneBeatAfter'
('Fixed Interval' in-game), 'Instant'
('Instant' in-game), 'GatherNoCeil'
('Combine on Fixed Interval' in-game), 'GatherAndCeil'
('Combine on Downbeat' in-game).
Example:
level:heartexplosioninterval(18, 'GatherNoCeil', 2)
Sets the game sound soundtype
to filename
, with volume
% volume, pitch
% pitch, pan
% panning at beat beat
.
Example:
level:setgamesound(3, 'BigMistake', 'sndShaker', 100, 120, 1)
Sets the beat sound of the row at index row
to filename
, with volume
% volume, pitch
% pitch, pan
% panning at beat beat
.
Example:
level:setbeatsound(5, 0, 'Kick', 100, 98, 1)
Enables or disables the counting sound of the row at index row
according to enabled
at beat beat
.
voicesource
can be any of the following: 'JyiCount'
, 'JyiCountFast'
, 'JyiCountTired'
, 'JyiCountVeryTired'
, 'JyiCountJapanese'
, 'IanCount'
, 'IanCountFast'
, 'IanCountCalm'
, 'IanCountSlow'
, 'IanCountSlower'
, 'BirdCount'
, 'OwlCount'
, 'WhistleCount'
, 'JyiCountLegacy'
.
Example:
level:setcountingsound(16, 1, 'JyiCountTired', true, 100)