AudioSource
An AudioSource is a component you can attach to an object in your scene to play back a sound in your world. It allows you to pick one of the built-in Cubzh sound files and play it with or without spatialization.
Each AudioSource can play one and only one audio file at a time. Moreover, every source can be spatialized or not (note that it is by default), meaning that it can be either a 3D or a 2D sound source. So, when it is spatialized, an AudioSource will sound differently depending on where it is relative to the AudioListener in the game.
⚠️ The full list of built-in sounds is available in the Adding sounds to your game quick guide.
Constructors
Creates an AudioSource. If a sound name is provided, the AudioSource is initialized with the sound.
-- creates a sound source using the -- "gun_shot_1" sound file reference local as = AudioSource("gun_shot_1")
-- creates a sound source using the -- "gun_shot_1" sound file reference local as = AudioSource() as.Sound = "gun_shot_1"
Functions
Temporarily interrupts the AudioSource playback, while keeping track of the current playback time. If you call Play afterwards, the sound will resume where it was stopped.
Starts the AudioSource playback.
If you want to play a sound that has already been played, you must use 2 AudioSources to avoid having a blank between the playbacks.
Client.Action2 = function() if a1 == nil then a1 = AudioSource("gun_reload_1") a1:Play() a2 = nil -- stops the playback else a2 = AudioSource("gun_reload_1") a2:Play() a1 = nil end end
Stops the AudioSource playback and resets the current playback time. If you call Play afterwards, the sound will restart from the beginning of the audio clip.
Inherited from Object
HideLoads the given item asynchronously and calls the callback once done. The parameter itemName follows the usual naming convention user.item.
This is a function of the global AudioSource, to be called as Object:Load(itemName, callback, config).
The config table options are as follows,
- mutable allows to create the item shapes as MutableShape instead of Shape. Default false.
- bakedLight allows to generate baked lighting for the item shapes. Default false.
Adds given Object as a child. Object extensions like Shape or MutableShape are naturally accepted too.
The keepWorld optional parameter, false by default, dictates whether to maintain the child's world or local position and rotation. Keeping world will ensure the object doesn't move in the scene, adjusting its local position/rotation accordingly; keeping local will have the object move in the scene in order to maintain an equivalent local position/rotation relative to its new parent.
local o = Object() local myShape = Shape(Items.someuser.someitem) o:AddChild(myShape)
Unsets parent/child relationship with child parameter. The child ends up being deleted if it has no other references.
The keepWorld optional parameter, false by default, dictates whether to maintain the child's world or local position and rotation. Keeping world will ensure the object doesn't move in the scene, adjusting its local position/rotation accordingly; keeping local will have the object move in the scene in order to maintain an equivalent local position/rotation relative to its new parent.
o:RemoveChild(someChildObject)
Unsets parent/child relationship with all children. Individual children end up being deleted if they have no other references.
The keepWorld optional parameter, false by default, dictates whether to maintain the child's world or local position and rotation. Keeping world will ensure the object doesn't move in the scene, adjusting its local position/rotation accordingly; keeping local will have the object move in the scene in order to maintain an equivalent local position/rotation relative to its new parent.
o:RemoveChildren()
Get child Object at index.
if o.ChildrenCount > 0 then print(o:GetChild(1)) -- prints first child end
Get AudioSource's parent.
print(myObject:GetParent())
Sets parent/child relationship with parent parameter. nil can be used to remove the Object from its parent.
The keepWorld optional parameter, false by default, dictates whether to maintain the child's world or local position and rotation. Keeping world will ensure the object doesn't move in the scene, adjusting its local position/rotation accordingly; keeping local will have the object move in the scene in order to maintain an equivalent local position/rotation relative to its new parent.
It's also a good practice to set child/parent relationships before setting positions.
local o = Object() o:SetParent(Map) -- o is now a child of the map -- (Map is an extension of Object)
Removes the AudioSource from its parent. Doesn't do anything if the AudioSource has no parent.
The keepWorld optional parameter, false by default, dictates whether to maintain the child's world or local position and rotation. Keeping world will ensure the object doesn't move in the scene, adjusting its local position/rotation accordingly; keeping local will have the object move in the scene in order to maintain an equivalent local position/rotation relative to its new parent.
o:RemoveFromParent()
Converts a local position to world coordinate system.
local p = Number3(1, 2, 3) local pInWorldCoords = myObject:PositionLocalToWorld(p)
Converts a world position to local coordinate system.
local p = Number3(1, 2, 3) local pInLocalCoords = myObject:PositionWorldToLocal(p)
Rotates the AudioSource in its own coordinates system.
o = Object() -- rotate with provided Euler angle o:RotateLocal({0, 0, math.pi / 2.0}) -- rotate along specified axis o:RotateLocal(o.Forward, math.pi / 2.0)
Rotate the AudioSource in the World coordinates system.
o = Object() -- rotate with provided Euler angles o:RotateWorld({0, 0, math.pi / 2.0}) -- rotate along specified axis o:RotateWorld(o.Forward, math.pi / 2.0) -- same as o:RotateLocal({0, 0, 1}, math.pi / 2.0)
Converts a rotation from local to world relative to this object.
Converts a rotation from world to local relative to this object.
Returns true if the two Objects may collide with each other.
Resets to AudioSource's original collision box. For example, Player and Shape objects will revert to fitting their model bounding box.
Properties
Automatically restart the AudioSource playback at the end of this one.
as = AudioSource() as.Sound = "drinking_1" as.Loop = true as:Play()
AudioSource's left/right pan (from -1.0: full left ear, to 1.0: full right ear, with a default of 0.0: both ears at equal volume).
⚠️ This has no effect if the source is spatialized.
local as = AudioSource() as.Sound = "big_explosion_1" as.Pan = 0.2 -- "move the sound" slightly to the right
AudioSource's pitch (1.0 by default). If you set it to a number above 1.0, then the frequency of the sound will be increased and it will sound "higher"; else if you set it to a number below 1.0, the frequency will be reduced and the sound will be "lower". The pitch cannot be 0.0, but it can technically go up to +infinity.
local as = AudioSource() as.Sound = "big_explosion_3" as.Pitch = 1.2 -- pitch the sound up
AudioSource's sound file reference. It must be in the list of available built-in sounds.
local as = AudioSource() as.Sound = "rain_1"
Whether the AudioSource uses spatialization or not (true by default).
local as = AudioSource() as.Sound = "drinking_1" as.Spatialized = false
AudioSource's start time (in seconds).
local as = AudioSource() as.Sound = "wood_impact_1" as.StartAt = 0.2
AudioSource's end time (in seconds).
local as = AudioSource() as.Sound = "gun_reload_1" as.StopAt = 0.8
AudioSource's volume (from 0.0: no sound, to 1.0: full sound).
local as = AudioSource() as.Sound = "metal_clanging_1" as.Volume = 0.8
Inherited from Object
HideAudioSource's constant acceleration in world coordinates per second squared.
⚠️ Acceleration will only affect AudioSource's position while AudioSource.Physics is true.
-- Acceleration can be used to compensate gravity: myObject.Acceleration = -Config.ConstantAcceleration -- myObject's acceleration is now the invert of -- Config.ConstantAcceleration, cancelling it.
Collision groups the AudioSource belongs to.
⚠️ It doesn't mean the AudioSource will collide with other Objects in these groups.
If the AudioSource belongs to group number 3 for example, it means all Objects that have group number 3 in their Object.CollidesWithGroups property will collide with it.
By default:
- Objects collide with the Map and other Objects
- Players collide with the Map only
That can all be configured differently depening on your needs.
local object1 = Object() local object2 = Object() -- It's not mandatory to set Physics to true -- An object with Physics set to false contributes to the -- physics simulation as a static item (can't be moved) object1.Physics = true object2.Physics = true -- making sure 2 objects collide with each other -- NOTE: by default: -- Map.CollisionGroups == {1}, -- Player.CollisionGroups == {2}, -- Object.CollisionGroups == {3} object1.CollisionGroups = {5} object2.CollisionGroups = {5} object1.CollidesWithGroups = {1, 5} -- collides with Map + objects in group 5 object2.CollidesWithGroups = {1, 5} -- collides with Map + objects in group 5 -- would also work this way if you don't -- remember Map's group (which can be changed too by the way) object1.CollidesWithGroups = Map.CollisionGroups + {5} -- making an object collides with the Map and Players local object = Object() object.CollidesWithGroups = Map.CollisionGroups + Player.CollisionGroups -- for Player (local player) to collide with other players and the Map Player.CollidesWithGroups = Map.CollisionGroups + Player.CollisionGroups
Collision groups the AudioSource collides with.
By default:
- Objects collide with the Map and other Objects
- Players collide with the Map and the Objects
That can all be configured differently depending on your needs.
local object = Object() -- It's not mandatory to change Physics value. -- (default value is PhysicsMode.Static) -- An object with Physics set to PhysicsMode.Static contributes -- to the physics simulation as a static item (can't be moved) object.Physics = PhysicsMode.Dynamic -- making an object collide with the Map and Players object.CollidesWithGroups = Map.CollisionGroups + Player.CollisionGroups -- for an Object to collide with other objects only -- (won't collide with the map) object.CollidesWithGroups = object.CollisionGroups -- for Player (local player) to collide with other players and the Map Player.CollidesWithGroups = Map.CollisionGroups + Player.CollisionGroups -- making sure 2 objects collide with each others -- NOTE: by default: -- Map.CollisionGroups == {1}, -- Player.CollisionGroups == {2}, -- Object.CollisionGroups == {3} local object1 = Object() local object2 = Object() object1.CollisionGroups = {5} object2.CollisionGroups = {5} object1.CollidesWithGroups = {1, 5} -- collides with Map + objects in group 5 object2.CollidesWithGroups = {1, 5} -- collides with Map + objects in group 5 -- would also work this way if you don't -- remember Map's group (which can be changed too by the way) object1.CollidesWithGroups = Map.CollisionGroups + {5}
Sets the simulation mode for this object, it can be one of the following:
- PhysicsMode.Disabled: excluded from all physics features.
- PhysicsMode.Trigger: AudioSource's collision box is available for casts and collision callbacks, and is passed through by other dynamic objects.
- PhysicsMode.TriggerPerBlock: if AudioSource is a Shape, its model blocks are available for casts and collision callbacks, and is passed through by other dynamic objects.
- PhysicsMode.Static: AudioSource's collision box is available for casts, collision callbacks, and acts as an obstacle for other dynamic objects.
- PhysicsMode.StaticPerBlock: if AudioSource is a Shape, its model blocks are available for casts, collision callbacks, and act as obstacles for other dynamic objects.
- PhysicsMode.Dynamic: AudioSource's world-aligned collision box is available for casts, collision callbacks, may act as obstacles for other dynamic objects, and is itself fully simulated.
By default, objects are set to PhysicsMode.Static.
You may use Dev.DisplayColliders to visualize each object's collision settings.
⚠️ When set to PhysicsMode.Disabled, AudioSource.Velocity & AudioSource.Motion are set to {0,0,0}.
nil by default. Can be set to a function that will be triggered when this object begins a collision with another object.
The function is called with 3 parameters:
- the object the callback was set for,
- the other actor in the collision,
- the world normal of the hit surface.
Note: it's not necessary to use all 3 parameters.
object.OnCollisionBegin = function(self, other, normal) print("collision began between", self, " and ", other, " with world normal ", normal) end
nil by default. Can be set to a function that will be triggered every frame where this object remains in contact with another object.
Like OnCollisionBegin, this function has 3 arguments: self, other, normal.
nil by default. Can be set to a function that will be triggered when the AudioSource ends colliding with another Object.
The function is called with 2 parameters: the object the callback was set for and the other actor in the collision.
object.OnCollisionEnd = function(self, other) print("collision ended between", self, "and", other) end
Position of the AudioSource in the world.
local o = Object() -- places the object where the local player is o.Position = Player.Position
true when the AudioSource is not falling.
⚠️ IsOnGround only makes sense when AudioSource.Physics is true.
Can be set to true for the AudioSource to be hidden recursively, meaning AudioSource and all of its children are hidden.
Nothing else changes, the AudioSource remains in the scene and it keeps being affected by the simulation (collisions, etc.).
Can be set to true for the AudioSource to be hidden individually.
Nothing else changes, the AudioSource remains in the scene and it keeps being affected by the simulation (collisions, etc.).
Size in world units of the shadow cookie projected under the AudioSource, default is 0.0 (disabled).
The shadow cookie, also called blob shadow, is a square texture acting as a cheap alternative to projected shadows.
If this value is strictly positive, shadow cookies will be displayed when:
- the scene has no light source,
- the scene has light sources, but they are disabled because the client is using lower quality settings
Shadow cookies can be used as a fallback to your scene shadows for players with low quality settings, of course, you can also use them instead of shadows as a design choice.
Local position of the AudioSource relative to its parent.
All of AudioSource's ancestors local transformations are combined to obtain the AudioSource "world position" (Object.Position), the Object's final position.
Rotation of the AudioSource in the world (as seen on screen).
While it usually works for simple operations (like Rotation.X = Rotation.X + someAngle), we advise you to use Number3.Rotate to rotate an object around X, Y & Z axis.
You can also set unit vectors like AudioSource.Up, AudioSource.Right or AudioSource.Forward to orient your object.
local o = Object() o.Rotation = {0, math.pi, 0} -- o revolved half a turn on Y axis -- another way to rotate the object: o.Forward:Rotate({0, 0, math.pi / 2}) o.Forward = Camera.Forward
Tick is a function executed ~30 times per second when set (nil by default). Provides the AudioSource and elapsed time in seconds as parameters.
-- executed ~30 times per second on each user device myObject.Tick = function(object, dt) print("elapsed:", dt, "seconds") end
Local rotation of the AudioSource relative to its parent.
All of AudioSource's ancestors local transformations are combined to obtain the "world rotation" (Object.Rotation), the Object's final rotation.
Velocity of the AudioSource in world coordinates per second.
⚠️ Velocity will only affect AudioSource's position while AudioSource.Physics is true. Whenever it is set to false, Velocity is set to {0,0,0}.
-- makes myObject jump: myObject.Velocity.Y = 100
Be aware, this Motion property is a hack regarding laws of physics. (sorry Isaac)
But it's very practical to move objects without worrying about forces at play.
This is what's being used by default when you're moving around with your avatar (see Client.DirectionalPad). It's the reason why you can stop moving horizontally while in the air.
Basically, Motion is an instantaneous displacement that contributes to moving AudioSource every frame, without changing AudioSource.Velocity directly.
Motion is expressed in world coordinates per second.
⚠️ Motion will only affect AudioSource's position while AudioSource.Physics is true. Whenever it is set to false, Motion is set to {0,0,0}.
local speed = 10 myObject.Motion = Camera.Forward * speed -- myObject will move in the same direction the camera is currently facing. -- If the Camera rotates after this, it won't change where myObject is heading.
Scale of the Object, in its parent.
Nested Object local scales are combined to obtain the "world scale" (Object.LossyScale), the Object's final scale.
myObject.LocalScale = 2 -- the Object is now 2 times bigger
topLevelObject.LocalScale = 2 local o = Object() o.LocalScale = 0.5 topLevelObject:AddChild(o) -- o becomes a child of topLevelObject -- o ends up being displayed with a scale of 1
Convenience property that attempts to match the actual world scale as much as it can. Note that Objects that have multiple levels of nested rotations and scales will return a skewed lossy scale.
The mass of the Object determines how much a given force can move it and whether or not another object can be pushed by it. It cannot be zero, a neutral mass is a mass of 1.
The combined friction of 2 Objects in contact represents how much the moving Object will be able to slide along the colliding Object.
It is a rate between 0 (full slide, no friction) and 1 (maximum friction). Values equal to or lower than 0 will keep or increase momentum, like sliding on ice. Values higher than 1 means a faster stop, up to a value of 2 to ensure a full stop on contact regardless of the colliding Object's own friction.
[Object.Friction] can be set per-face by providing a table with any combination of the following keys : right, left, front, back, top, bottom, other.
For example, to set the friction on the bottom face of an object's collider to 0 and 0.2 on every other faces, you could set, object.Friction = { bottom=0, other=0.2 }.
The combined bounciness of 2 Objects in contact represents how much of the moving Object's velocity is produced after being in contact with the colliding Object, it is a rate between 0 (no bounce) and 1 (100% of the velocity bounced). Values higher than 1 are allowed and will create an increasing momentum at each bounce (try at your own risk).
[Object.Bounciness] can be set per-face by providing a table with any combination of the following keys : right, left, front, back, top, bottom, other.
For example, to set the bounciness on the side faces of an object's collider to 0.2 and 0 on top and bottom faces, you could set, object.Bounciness = { top=0, bottom=0, other=0.2 }.
Returns number of child Objects.
Up is a unit vector (vector with a length of 1). It determines which direction is "up" for the AudioSource.
Setting it is a way to rotate the AudioSource.
Right is a unit vector (vector with a length of 1). It determines which direction is "right" for the AudioSource.
Setting it is a way to rotate the AudioSource.
Forward is a unit vector (vector with a length of 1). It determines which direction is "forward" for the AudioSource.
Setting it is a way to rotate the AudioSource.
Left is a unit vector (vector with a length of 1). It determines which direction is "left" for the AudioSource.
Setting it is a way to rotate the AudioSource.
Down is a unit vector (vector with a length of 1). It determines which direction is "down" for the AudioSource.
Setting it is a way to rotate the AudioSource.
Backward is a unit vector (vector with a length of 1). It determines which direction is "backward" for the AudioSource.
Setting it is a way to rotate the AudioSource.