The BlitzMax audio module contains commands to load and play sounds.
A sound file can be played in BlitzMax with a combination of LoadSound that loads a sound file and PlaySound which plays the sound through the systems audio system if available.
BlitzMax contains native support for sound files in both .wav (uncompressed) and .ogg (compressed) file formats.
Playback of sounds can be controlled with various audio channel operators including SetChannelVolume, SetChannelPan, SetChannelDepth and SetChannelRate.
A channel handle is obtained from either the return value of PlaySound and CueSound or from reserving a channel with AllocChannel.
Types
TSound
Audio sound type
- Play
- Cue
- Load
TSound: Methods
Method Play:TChannel( alloced_channel:TChannel=Null )
Description: Play the sound
Returns: An audio channel object
Information: Starts a sound playing through an audio channel. If no channel is specified, Play automatically allocates a channel for you.
Method Cue:TChannel( alloced_channel:TChannel=Null )
Description: Cue the sound for playback
Returns: An audio channel object
Information: Prepares an audio channel for playback of a sound. To actually start the sound, you must use the channel's SetPaused method. If no channel is specified, Cue automatically allocates a channel for you.
Cue allows you to setup various audio channel states such as volume, pan, depth and rate before a sound actually starts playing.
TSound: Functions
Function Load:TSound( url:Object,loop_flag )
Description: Load sound
Returns: A sound object
Information: url can be either a string, a stream or an audio sample object. The returned sound object can be played using Play or Cue.
TChannel
Audio channel Type
- Stop
- SetPaused
- SetVolume
- SetPan
- SetDepth
- SetRate
- Playing
TChannel: Methods
Method Stop()
Description: Stop audio channel playback
Information: Shuts down the audio channel. Further commands on this audio channel will have no effect.
Method SetPaused( paused )
Description: Pause or unpause audio channel playback
Information: If paused is True, the audio channel is paused. Otherwise, the audio channel is unpaused.
Method SetVolume( volume# )
Description: Set audio channel volume
Information: volume should be in the range 0 (silence) to 1 (full volume).
Method SetPan( pan# )
Description: Set audio channel stereo pan
Information: pan should be in the range -1 (full left) to 1 (full right).
Method SetDepth( depth# )
Description: Set audio channel depth
Information: depth should be in the range -1 (back) to 1 (front).
Method SetRate( rate# )
Description: Set audio channel playback rate
Information: rate is a multiplier used to modify the audio channel's frequency. For example, a rate of .5 will cause the audio channel to play at half speed (i.e.: an octave down) while a rate of 2 will cause the audio channel to play at double speed (i.e.: an octave up).
Method Playing()
Description: Determine whether audio channel is playing
Returns: True if channel is currently playing
Information: Playing will return False if the audio channel is either paused, or has been stopped using Stop.
Functions
LoadSound
Function LoadSound:TSound( url:Object,flags=0 )
Description: Load a sound
Returns: A sound object
Information: url can be either a string, a stream or a TAudioSample object. The returned sound can be played using PlaySound or CueSound.
The flags parameter can be any combination of:
| Flag value | Effect | 
| SOUND_LOOP | The sound should loop when played back. | 
| SOUND_HARDWARE | The sound should be placed in onboard soundcard memory if possible. | 
To combine flags, use the binary 'or' operator: '|'.
Example:
Rem
Load and Play a small example wav file.
End Rem
sound=LoadSound("shoot.wav")
PlaySound sound
Input "Press any key to continue"
PlaySound
Function PlaySound:TChannel( sound:TSound,channel:TChannel=Null )
Description: Play a sound
Returns: An audio channel object
Information: PlaySound starts a sound playing through an audio channel. If no channel is specified, PlaySound automatically allocates a channel for you.
Example:
Rem
Load and Play a small example wav file with looping.
End Rem
sound=LoadSound("shoot.wav",true)
PlaySound sound
Input "Press any key to continue"
CueSound
Function CueSound:TChannel( sound:TSound,channel:TChannel=Null )
Description: Cue a sound
Returns: An audio channel object
Information: Prepares a sound for playback through an audio channel. To actually start the sound, you must use ResumeChannel. If no channel is specified, CueSound automatically allocates a channel for you.
CueSound allows you to setup various audio channel states such as volume, pan, depth and rate before a sound actually starts playing.
Example:
Rem
CueSound example
End Rem
sound=LoadSound("shoot.wav")
channel=CueSound(sound)
Input "Press return key to play cued sound"
ResumeChannel channel
Input "Press return key to quit"
AllocChannel
Function AllocChannel:TChannel()
Description: Allocate audio channel
Returns: An audio channel object
Information: Allocates an audio channel for use with PlaySound and CueSound. Once you are finished with an audio channel, you should use StopChannel.
Example:
'AllocChannel.bmx
timer=CreateTimer(20)
sound=LoadSound ("shoot.wav")
channel=AllocChannel()
For i=1 To 20
	WaitTimer timer
	PlaySound sound,channel
Next
StopChannel
Function StopChannel( channel:TChannel )
Description: Stop an audio channel
Information: Shuts down an audio channel. Further commands using this channel will have no effect.
Example:
Rem
StopChannel example
End Rem
sound=LoadSound("shoot.wav",true)
channel=PlaySound(sound)
print "channel="+channel
Input "Press return key to stop sound"
StopChannel channel
Input "Press return key to quit"
ChannelPlaying
Function ChannelPlaying( channel:TChannel )
Description: Determine whether an audio channel is playing
Returns: True if channel is currently playing
Information: ChannelPlaying will return False if either the channel has been paused using PauseChannel, or stopped using StopChannel.
Example:
' channelplaying.bmx
sound = LoadSound ("shoot.wav")
Input "Hit return to begin channelplaying test, use ctrl-C to exit"
channel=PlaySound (sound)
While True
	Print "ChannelPlaying(channel)="+ChannelPlaying(channel)
Wend
SetChannelVolume
Function SetChannelVolume( channel:TChannel,volume# )
Description: Set playback volume of an audio channel
Information: volume should be in the range 0 (silent) to 1 (full volume)
Example:
' setchannelvolume.bmx
timer=CreateTimer(20)
sound = LoadSound ("shoot.wav")
For volume#=.1 To 2 Step .05
	WaitTimer timer
	channel=CueSound(sound)
	SetChannelVolume channel,volume
	ResumeChannel channel
Next
SetChannelPan
Function SetChannelPan( channel:TChannel,pan# )
Description: Set stereo balance of an audio channel
Information: pan should be in the range -1 (left) to 1 (right)
Example:
' setchannelpan.bmx
Graphics 640, 480
channel = AllocChannel ()
sound = LoadSound ("shoot.wav") ' Use a short sample...
Repeat
	If MouseHit(1) PlaySound sound,channel
	
	pan# = MouseX () / (GraphicsWidth () / 2.0) - 1
	vol# = 1 - MouseY () / 480.0
	SetChannelPan channel, pan
	SetChannelVolume channel, vol*2
	Cls
	DrawText "Click to play...", 240, 200
	DrawText "Pan   : " + pan, 240, 220
	DrawText "Volume: " + vol, 240, 240
	Flip
Until KeyHit (KEY_ESCAPE)
End
SetChannelDepth
Function SetChannelDepth( channel:TChannel,depth# )
Description: Set surround sound depth of an audio channel
Information: depth should be in the range -1 (back) to 1 (front)
Example:
' setchanneldepth.bmx
Graphics 640, 480
channel = AllocChannel ()
sound = LoadSound ("shoot.wav") ' Use a short sample...
Repeat
	If MouseHit(1) PlaySound sound,channel
	
	pan# = MouseX () / (640 / 2.0) - 1
	depth# = MouseY () / (480 /2.0) -1
	
	SetChannelPan channel,pan
	SetChannelDepth channel,depth
	Cls
	DrawText "Click to play...", 240, 200
	DrawText "Pan   : " + pan, 240, 220
	DrawText "Depth : " + depth, 240, 240
	Flip
Until KeyHit (KEY_ESCAPE)
End
SetChannelRate
Function SetChannelRate( channel:TChannel,rate# )
Description: Set playback rate of an audio channel
Information: rate is a multiplier used to modify the audio channel's frequency. For example, a rate of .5 will cause the audio channel to play at half speed (i.e.: an octave down) while a rate of 2 will cause the audio channel to play at double speed (i.e.: an octave up).
Example:
' setchannelrate.bmx
timer=CreateTimer(20)
sound = LoadSound ("shoot.wav",True)
channel=CueSound(sound)
ResumeChannel channel
For rate#=1.0 To 4 Step 0.01
	WaitTimer timer
	SetChannelRate channel,rate
Next
PauseChannel
Function PauseChannel( channel:TChannel )
Description: Pause audio channel playback
Information: Pauses audio channel playback.
ResumeChannel
Function ResumeChannel( channel:TChannel )
Description: Resume audio channel playback
Information: Resumes audio channel playback after it has been paused by CueSound or PauseChannel.
AudioDrivers
Function AudioDrivers$[]()
Description: Get audio drivers
Information: Returns an array of strings, where each string describes an audio driver.
AudioDriverExists
Function AudioDriverExists( name$ )
Description: Determine if an audio driver exists
Information: Returns True if the audio drvier specified by driver exists.
SetAudioDriver
Function SetAudioDriver( name$ )
Description: Set current audio driver
Information: Returns true if the audio driver was successfully set.