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gdevelop5:all-features:audio [2019/09/02 23:37]
4ian
gdevelop5:all-features:audio [2020/06/13 09:28] (current)
rapperdinesh [Keep musics and sounds playing between scenes]
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 ## Playing a sound or a music file ## Playing a sound or a music file
  
-<note important>​Before a sound/music can be played, you have to first ensure that the player interacted with your game (a simple click/touch on the screen is ok to unlock audio).</​note>​+<note important>​Before a sound/music can be played, you have to first ensure that the player interacted with your game (a simple click/touch on the screen is ok to unlock audio). This is a limitation of browsers and can not be worked around. In your final game, it's recommended to have on your first scene a "Press any key or touch the screen to continue"​ message.</​note>​
  
 The easiest way to play an audio file is to use the action "​**Play a sound**"​ or "​**Play a music file**"​. The easiest way to play an audio file is to use the action "​**Play a sound**"​ or "​**Play a music file**"​.
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 </​note>​ </​note>​
  
-## Keep musics ​and sounds playing between scenes+## Keep music and sounds playing between scenes
  
-By default, sounds and musics ​are stopped when a new scene is started. If you want to keep them playing, open the properties of the scene (right click on the scene, in the scene editor) and uncheck the checkbox:+By default, sounds and music are stopped when a new scene is started. If you want to keep them playing, open the properties of the scene (right-click on the scene, in the scene editor) and uncheck the checkbox:
 {{ :​gdevelop5:​all-features:​scene_properties.png?​nolink |}} {{ :​gdevelop5:​all-features:​scene_properties.png?​nolink |}}
  
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 The first time music or sound is played, there can be a lag while the audio file is being prepared. If it's important for you to avoid any lag, you can play the audio or music file at the beginning of the scene where it's used. Set the initial volume 0. This will force the game to load the sound or music. The audio will be cached in memory. It will quickly load when called using your action. The first time music or sound is played, there can be a lag while the audio file is being prepared. If it's important for you to avoid any lag, you can play the audio or music file at the beginning of the scene where it's used. Set the initial volume 0. This will force the game to load the sound or music. The audio will be cached in memory. It will quickly load when called using your action.
 +
 +## More about the state of a sound/music
 +
 +When you use the action to **play a sound or music on a channel**, it's put in the state **"​playing"​**,​ even if still **loading** in memory. ​
 +
 +The condition "A sound is being played"​ (on this channel) is then true, while "A sound is stopped"​ (on this channel) will be false, as well as "A sound is paused"​ (on this channel again).
 +When the sound is fully loaded, it will start to be really played on your device (so you will hear the audio). ​
 +
 +The sound will be stopped when:
 +
 +* It reaches its **end** and is not configured to loop.
 +* There is **an error during the loading** (in which case it will be considered as playing for a few milliseconds,​ then will be considered as stopped as it was unable to load).
 +* Or you used **the action** to stop a sound or music on the channel.