- attenuationfloat attenuation [@property setter] 
- The attenuation factor of the sound. 
- attenuationfloat attenuation [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- isLoopingbool isLooping [@property setter] 
- Whether or not the sound should loop after reaching the end. 
- isLoopingbool isLooping [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- minDistancefloat minDistance [@property setter] 
- The minimum distance of the sound. 
- minDistancefloat minDistance [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- pitchfloat pitch [@property setter] 
- pitchfloat pitch [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- playingOffsetTime playingOffset [@property setter] 
- Change the current playing position (from the beginning) of the sound. 
- playingOffsetTime playingOffset [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- positionVector3f position [@property setter] 
- The 3D position of the sound in the audio scene. 
- positionVector3f position [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- relativeToListenerbool relativeToListener [@property setter] 
- Make the sound's position relative to the listener (true) or absolute (false). 
- relativeToListenerbool relativeToListener [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
- statusStatus status [@property getter] 
- Get the current status of the sound (stopped, paused, playing). 
- volumefloat volume [@property setter] 
- volumefloat volume [@property getter] 
- Undocumented in source. Be warned that the author may not have intended to support it. 
Regular sound that can be played in the audio environment. Sound is the class used to play sounds.
It provides: - Control (play, pause, stop) - Ability to modify output parameters in real-time (pitch, volume, ...) - 3D spatial features (position, attenuation, ...).
Sound is perfect for playing short sounds that can fit in memory and require no latency, like foot steps or gun shots. For longer sounds, like background musics or long speeches, rather see Music (which is based on streaming).
In order to work, a sound must be given a buffer of audio data to play. Audio data (samples) is stored in SoundBuffer, and attached to a sound with the setBuffer() function. The buffer object attached to a sound must remain alive as long as the sound uses it. Note that multiple sounds can use the same sound buffer at the same time.