Awesome
SoundAS - AS3 SoundManager
A modern lightweight AS3 SoundManager for Flash and AIR.
The goal of SoundAS is to simplifying playback of your audio files, with a focus on easily transitioning from one to another, and differentiating between SoundFX and Music Loops.
#Features
- Clean modern API
- API Chaining: SoundAS.play("music").fadeTo(0);
- Supports groups of sounds
- Supports seamless looping
- Supports workaround for the 'looping bug' (http://www.stevensacks.net/2008/08/07/as3-sound-channel-bug/)
- Built-in Tweening system, no dependancies
- Modular API: Use SoundInstance directly and ignore the rest.
- Non-restrictive and unambigous license
#API Overview
Full documentation can be found here: http://treefortress.com/libs/SoundAS/docs/.
###SoundAS This Class is the main interface for the library. It's responsible for loading and controlling all sounds globally.
Loading / Unloading:
- SoundAS.addSound(type:String, sound:Sound):void
- SoundAS.loadSound(url:String, type:String, buffer:int = 100):void
- SoundAS.removeSound(type:String):void
- SoundAS.removeAll():void
Playback:
- SoundAS.getSound(type:String, forceNew:Boolean = false):SoundInstance
- SoundAS.play(type:String, volume:Number = 1, startTime:Number = 0, loops:int = 0, allowMultiple:Boolean = false, allowInterrupt:Boolean = true, enableSeamlessLoops:Boolean = false):SoundInstance
- SoundAS.playFx(type:String, volume:Number = 1, startTime:Number = 0, loops:int = 0):SoundInstance
- SoundAS.playLoop(type:String, volume:Number = 1, startTime:Number = 0, enableSeamlessLoops:Boolean = true):SoundInstance
- SoundAS.resume(type:String, volume:Number = 1, startTime:Number = 0, loops:int = 0):SoundInstance
- SoundAS.resumeAll():void
- SoundAS.pause(type:String):SoundInstance
- SoundAS.pauseAll():void
- SoundAS.stopAll():void
- SoundAS.set masterVolume(value:Number):void
- SoundAS.fadeFrom(type:String, startVolume:Number = 0, endVolume:Number = 1, duration:Number = 1000)
- SoundAS.fadeAllFrom(startVolume:Number = 0, endVolume:Number = 1, duration:Number = 1000)
- SoundAS.fadeMasterFrom(startVolume:Number = 0, endVolume:Number = 1, duration:Number = 1000)
- SoundAS.fadeTo(type:String, endVolume:Number = 1, duration:Number = 1000):SoundInstance
- SoundAS.fadeAllTo(endVolume:Number = 1, duration:Number = 1000):SoundInstance
- SoundAS.fadeMasterTo(endVolume:Number = 1, duration:Number = 1000)
####SoundInstance Controls playback of individual sounds, allowing you to easily stop, start, resume and set volume or position.
-
**play**(volume:Number = 1, startTime:Number = 0, loops:int = 0, allowMultiple:Boolean = true):SoundInstance
-
**pause**():SoundInstance
-
**resume**(forceStart:Boolean = false):SoundInstance
-
**stop**():SoundInstance
-
**set volume**(value:Number):void
-
**set mute**(value:Boolean):void
-
**fadeFrom**(startVolume:Number, endVolume:Number, duration:Number = 1000):SoundInstance
-
**fadeTo**(endVolume:Number, duration:Number = 1000):SoundInstance
-
**destroy**():void
-
**endFade**(applyEndVolume:Boolean = false):SoundInstance
#Code Examples
###Loading
//Load sound from an external file
SoundAS.loadSound("assets/Click.mp3", "click");
//Inject an already loaded Sound instance
SoundAS.addSound("click", clickSound);
###Basic Playback
//Play sound.
//allowMultiple: Allow multiple overlapping sound instances.
//allowInterrupt: If this sound is currently playing, start it over.
SoundAS.play("click", volume, startTime, loops, allowMultiple, allowInterrupt);
//Shortcut for typical game fx (no looping, allows for multiple instances)
SoundAS.playFx("click");
//Shortcut for typical game music (loops forever, no multiple instances)
SoundAS.playLoop("music");
//Toggle Mute for all sounds
SoundAS.mute = !SoundAS.mute;
//PauseAll / ResumeAll
SoundAS.pauseAll();
SoundAS.resumeAll();
//Toggle Pause on individual song
var sound:SoundInstance = SoundAS.getSound("music");
(sound.isPaused)? sound.resume() : sound.pause();
//Fade Out
SoundAS.getSound("click").fadeTo(0);
//Fade masterVolume out
SoundAS.fadeMasterTo(0);
Groups
//Create a group
var musicGroup:SoundManager = SoundAS.group("music");
//Add sound(s) to group
musicGroup.loadSound("assets/TitleMusic.mp3", "titleMusic");
musicGroup.loadSound("assets/GameMusic.mp3", "gameMusic");
//Use entire SoundAS API on Group:
musicGroup.play("titleMusic")
musicGroup.volume = .5;
musicGroup.mute = muteMusic;
musicGroup.fadeTo(0);
//etc...
//Stop All Groups
for(var i:int = SoundAS.groups.length; i--;){
SoundAS.groups[i].stopAll();
}
###Advanced
//Mute one sound
SoundsAS.getSound("click").mute = true;
//Fade from .3 to .7 over 3 seconds
SoundAS.getSound("click").fadeFrom(.3, .7, 3000);
//Manage a SoundInstance directly and ignore SoundAS
var sound:SoundInstance = new SoundInstance(mySound, "click");
sound.play(volume);
sound.position = 500; //Set position of sound in milliseconds
sound.volume = .5;
sound.fadeTo(0);
//String 2 songs together
SoundAS.play(MUSIC1).soundCompleted.addOnce(function(si:SoundInstance){
SoundAS.playLoop(MUSIC2);
}
//Loop twice, and trigger something when all loops are finished.
SoundAS.play(MUSIC1, 1, 0, 2).soundCompleted.add(function(si:SoundInstance){
if(si.loopsRemaining == -1){
trace("Loops completed!");
si.soundCompleted.removeAll();
}
}