Difference between revisions of "Source:setRelative"

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{{newin|[[0.9.0]]|090|type=function}}
 
{{newin|[[0.9.0]]|090|type=function}}
Sets whether the Source's position, velocity, direction, and cone angles are relative to the listener.
+
Sets whether the [[Source]]'s position, velocity, direction, and cone angles are relative to the listener, or absolute.
 +
 
 +
By default, all sources are absolute and therefore relative to the origin of love's coordinate system [0, 0, 0]. Only absolute sources are affected by the position of the listener. Please note that positional audio only works for mono (i.e. non-stereo) sources.  
 
== Function ==
 
== Function ==
 
=== Synopsis ===
 
=== Synopsis ===
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</source>
 
</source>
 
=== Arguments ===
 
=== Arguments ===
None.
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{{param|boolean|enable (false)|True to make the position, velocity, direction and cone angles relative to the listener, false to make them absolute.}}
 +
 
 
=== Returns ===
 
=== Returns ===
{{param|boolean|enable|True to make the position, velocity, direction and cone angles relative to the listener, false to make them absolute.}}
+
Nothing.
 +
=== Absolute Source Demonstration ===
 +
This example demonstrates how an absolute source is affected by the position of the listener.
 +
<source lang="lua">
 +
local x, y, z = 0, 0, 0;
 +
local snd;
 +
local relative;
 +
 
 +
function love.load()
 +
    snd = love.audio.newSource('beep.wav', 'static')
 +
    snd:setLooping(true);
 +
    snd:play();
 +
 
 +
    -- By default the sound is not relative.
 +
    relative = snd:isRelative();
 +
end
 +
 
 +
function love.keypressed(key)
 +
    -- Move the listener via WASD.
 +
    if key == 'a' then
 +
        x = x - 1;
 +
    elseif key == 'd' then
 +
        x = x + 1;
 +
    elseif key == 'w' then
 +
        y = y - 1;
 +
    elseif key == 's' then
 +
        y = y + 1;
 +
    end
 +
    love.audio.setPosition(x, y, z);
 +
 
 +
    -- Toggle between a relative and absolute source.
 +
    if key == 'r' then
 +
        relative = snd:isRelative();
 +
        snd:setRelative(not relative);
 +
    end
 +
end
 +
 
 +
function love.draw()
 +
    love.graphics.print('Relative: ' .. tostring(relative), 20, 20);
 +
    love.graphics.print('Listener: (x = ' .. x .. ', y = ' .. y .. ')', 20, 40);
 +
end
 +
</source>
 
== See Also ==
 
== See Also ==
 
* [[parent::Source]]
 
* [[parent::Source]]

Latest revision as of 22:45, 17 April 2020

Available since LÖVE 0.9.0
This function is not supported in earlier versions.

Sets whether the Source's position, velocity, direction, and cone angles are relative to the listener, or absolute.

By default, all sources are absolute and therefore relative to the origin of love's coordinate system [0, 0, 0]. Only absolute sources are affected by the position of the listener. Please note that positional audio only works for mono (i.e. non-stereo) sources.

Function

Synopsis

Source:setRelative( enable )

Arguments

boolean enable (false)
True to make the position, velocity, direction and cone angles relative to the listener, false to make them absolute.

Returns

Nothing.

Absolute Source Demonstration

This example demonstrates how an absolute source is affected by the position of the listener.

local x, y, z = 0, 0, 0;
local snd;
local relative;

function love.load()
    snd = love.audio.newSource('beep.wav', 'static')
    snd:setLooping(true);
    snd:play();

    -- By default the sound is not relative.
    relative = snd:isRelative();
end

function love.keypressed(key)
    -- Move the listener via WASD.
    if key == 'a' then
        x = x - 1;
    elseif key == 'd' then
        x = x + 1;
    elseif key == 'w' then
        y = y - 1;
    elseif key == 's' then
        y = y + 1;
    end
    love.audio.setPosition(x, y, z);

    -- Toggle between a relative and absolute source.
    if key == 'r' then
        relative = snd:isRelative();
        snd:setRelative(not relative);
    end
end

function love.draw()
    love.graphics.print('Relative: ' .. tostring(relative), 20, 20);
    love.graphics.print('Listener: (x = ' .. x .. ', y = ' .. y .. ')', 20, 40);
end

See Also

Other Languages