Difference between revisions of "Source"

Line 18: Line 18:
 
}}
 
}}
 
== Other Languages ==
 
== Other Languages ==
{{i18n|love.audio}}
+
{{i18n|Source}}

Revision as of 19:30, 25 October 2010

A Source represents audio you can play back. You can do interesting things with Sources, like set the volume, pitch, and its position relative to the listener.

Constructors

love.audio.newQueueableSourceCreates a new Source usable for real-time generated sound playback with Source:queue.
love.audio.newSourceCreates a new Source from a file, SoundData, or Decoder.

Functions

BezierCurveA Bézier curve object that can evaluate and render Bézier curves of arbitrary degree.
BodyBodies are objects with velocity and position.
ByteDataData object containing arbitrary bytes in an contiguous memory.
CanvasOff-screen render target.
Canvas (Nederlands)Off-screen render target.
ChainShapeA ChainShape consists of multiple line segments.
ChannelAn object which can be used to send and receive data between different threads.
CircleShapeCircle extends Shape and adds a radius and a local position.
CompressedDataByte data compressed using a specific algorithm.
CompressedImageDataCompressed image data designed to stay compressed in RAM and on the GPU.
ContactContacts are objects created to manage collisions in worlds.
CursorRepresents a hardware cursor.
DataThe superclass of all data.
DecoderAn object which can gradually decode a sound file.
DistanceJointKeeps two bodies at the same distance.
DrawableSuperclass for all things that can be drawn on screen.
DroppedFileRepresents a file dropped from the window.
EdgeShapeEdgeShape is a line segment.
FileRepresents a file on the filesystem.
FileDataData representing the contents of a file.
FixtureFixtures attach shapes to bodies.
FontDefines the shape of characters than can be drawn onto the screen.
FontDataA FontData represents a font.
FramebufferOff-screen render target.
FrictionJointA FrictionJoint applies friction to a body.
GearJointKeeps bodies together in such a way that they act like gears.
GlyphDataA GlyphData represents a drawable symbol of a font.
GraphicsBufferLow-level data stored in graphics memory, including arrays of vertices, vertex indices, and custom collections of data accessible in Shaders.
ImageDrawable image type.
ImageDataRaw (decoded) image data.
JointAttach multiple bodies together to interact in unique ways.
JoystickRepresents a physical joystick.
MeshA 2D polygon mesh used for drawing arbitrary textured shapes.
MotorJointControls the relative motion between two Bodies
MouseJointFor controlling objects with the mouse.
Object:releaseImmediately destroys the object's Lua reference.
Object:typeGets the type of the object as a string.
Object:typeOfChecks whether an object is of a certain type.
ParticleSystemUsed to create cool effects, like fire.
PixelEffectPixel shader effect.
PolygonShapePolygon is a convex polygon with up to 8 sides.
PrismaticJointRestricts relative motion between Bodies to one shared axis.
PulleyJointAllows you to simulate bodies connected through pulleys.
QuadA quadrilateral with texture coordinate information.
RandomGeneratorA random number generation object which has its own random state.
RasterizerA Rasterizer represents font data and glyphs.
RecordingDeviceRepresents an audio input device capable of recording sounds.
RevoluteJointAllow two Bodies to revolve around a shared point.
RopeJointEnforces a maximum distance between two points on two bodies.
ShaderShader effect.
... further results

See Also

Other Languages