Sound Cache API
From FHU Wiki
| Properties | Type | Description |
|---|---|---|
| SoundCache.numCached | number | |
| SoundCache.numTotal | number | |
| SoundCache.objectName | string | |
| SoundCache.sizeCached | number | |
| SoundCache.sizeTotal | number |
| Methods |
|---|
| SoundCache.getResource(QUrl) |
| SoundCache.getResource(QUrl,QUrl) |
| SoundCache.getResource(QUrl,QUrl,void*) |
| SoundCache.getResourceList() |
| SoundCache.getSound(QUrl) |
| SoundCache.prefetch(QUrl,void*) |
| SoundCache.objectNameChanged(QString) |
| SoundCache.prefetch(QUrl) |
| SoundCache.updateTotalSize(qlonglong) |
SoundCache.getSound()
Function
SoundCache.getSound (url)
Arguments
**url: QUrl **: The URL of the sound file being retrieved
Returns
object: Sound
Examples
To set up a sound for playback, ask the SoundCache for it first. This will return a sound object. For example:
<code>var GunshotSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Lobby/gunshot.wav")</code>
The API accepts a mono, stereo, or 4-channel 16-bit WAV file at any sample rate. A sample rate other than 24 KHz will be internally resampled, so all audio effectively plays back at a 24 KHz sample rate. 48 KHz RAW files are also supported. Because raw files do not include a header, you have the option to name them as ".stereo.raw" to indicate that the file is stereo.
A 4-channel WAV file must be first-order Ambisonic in the ambiX (ACN/SN3D) format.
You can check if a sound object has already been cached with the 'downloaded' property
<code>if (GunshotSound.downloaded)</code>