---Sound API documentation ---Sound API documentation ---@class sound sound = {} ---Get mixer group gain --- Note that gain is in linear scale, between 0 and 1. ---To get the dB value from the gain, use the formula 20 * log(gain). ---Inversely, to find the linear value from a dB value, use the formula ---10db/20. ---@param group string|hash # group name ---@return number # gain in linear scale function sound.get_group_gain(group) end ---Get a mixer group name as a string. --- This function is to be used for debugging and ---development tooling only. The function does a reverse hash lookup, which does not ---return a proper string value when the game is built in release mode. ---@param group string|hash # group name ---@return string # group name function sound.get_group_name(group) end ---Get a table of all mixer group names (hashes). ---@return table # table of mixer group names function sound.get_groups() end ---Get peak value from mixer group. --- Note that gain is in linear scale, between 0 and 1. ---To get the dB value from the gain, use the formula 20 * log(gain). ---Inversely, to find the linear value from a dB value, use the formula ---10db/20. ---Also note that the returned value might be an approximation and in particular ---the effective window might be larger than specified. ---@param group string|hash # group name ---@param window number # window length in seconds ---@return number # peak value for left channel ---@return number # peak value for right channel function sound.get_peak(group, window) end ---Get RMS (Root Mean Square) value from mixer group. This value is the ---square root of the mean (average) value of the squared function of ---the instantaneous values. ---For instance: for a sinewave signal with a peak gain of -1.94 dB (0.8 linear), ---the RMS is 0.8 ? 1/sqrt(2) which is about 0.566. --- Note the returned value might be an approximation and in particular ---the effective window might be larger than specified. ---@param group string|hash # group name ---@param window number # window length in seconds ---@return number # RMS value for left channel ---@return number # RMS value for right channel function sound.get_rms(group, window) end ---Checks if background music is playing, e.g. from iTunes. --- On non mobile platforms, ---this function always return false. --- On Android you can only get a correct reading ---of this state if your game is not playing any sounds itself. This is a limitation ---in the Android SDK. If your game is playing any sounds, even with a gain of zero, this ---function will return false. ---The best time to call this function is: --- --- --- * In the init function of your main collection script before any sounds are triggered --- --- * In a window listener callback when the window.WINDOW_EVENT_FOCUS_GAINED event is received --- ---Both those times will give you a correct reading of the state even when your application is ---swapped out and in while playing sounds and it works equally well on Android and iOS. ---@return boolean # true if music is playing, otherwise false. function sound.is_music_playing() end ---Checks if a phone call is active. If there is an active phone call all ---other sounds will be muted until the phone call is finished. --- On non mobile platforms, ---this function always return false. ---@return boolean # true if there is an active phone call, false otherwise. function sound.is_phone_call_active() end ---Pause all active voices ---@param url string|hash|url # the sound that should pause ---@param pause bool # true if the sound should pause function sound.pause(url, pause) end ---Make the sound component play its sound. Multiple voices are supported. The limit is set to 32 voices per sound component. --- Note that gain is in linear scale, between 0 and 1. ---To get the dB value from the gain, use the formula 20 * log(gain). ---Inversely, to find the linear value from a dB value, use the formula ---10db/20. --- A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound. ---@param url string|hash|url # the sound that should play ---@param play_properties table? # ---@param complete_function (fun(self: object, message_id: hash, message: table, sender: number))? # function to call when the sound has finished playing. ---@return number # The identifier for the sound voice function sound.play(url, play_properties, complete_function) end ---Set gain on all active playing voices of a sound. --- Note that gain is in linear scale, between 0 and 1. ---To get the dB value from the gain, use the formula 20 * log(gain). ---Inversely, to find the linear value from a dB value, use the formula ---10db/20. ---@param url string|hash|url # the sound to set the gain of ---@param gain number? # sound gain between 0 and 1. The final gain of the sound will be a combination of this gain, the group gain and the master gain. function sound.set_gain(url, gain) end ---Set mixer group gain --- Note that gain is in linear scale, between 0 and 1. ---To get the dB value from the gain, use the formula 20 * log(gain). ---Inversely, to find the linear value from a dB value, use the formula ---10db/20. ---@param group string|hash # group name ---@param gain number # gain in linear scale function sound.set_group_gain(group, gain) end ---Set panning on all active playing voices of a sound. ---The valid range is from -1.0 to 1.0, representing -45 degrees left, to +45 degrees right. ---@param url string|hash|url # the sound to set the panning value to ---@param pan number? # sound panning between -1.0 and 1.0 function sound.set_pan(url, pan) end ---Stop playing all active voices ---@param url string|hash|url # the sound that should stop function sound.stop(url) end return sound