lovr.audio module is responsible for playing sound effects and music. To play a sound, create a
Source object and call
Source:play on it. Currently ogg, wav, and mp3 audio formats are supported.
Sources are objects that represent a single sound instance.
|lovr.audio.newSource||Create a new Source.|
The listener is a virtual object in 3D space that "hears" all the sounds that are playing. It can be positioned and oriented in 3D space, which controls how Sources in the world are heard. Usually this would be locked to the headset pose.
|lovr.audio.setGeometry||Set the geometry for audio effects.|
|lovr.audio.getOrientation||Get the orientation of the listener.|
|lovr.audio.setOrientation||Set the orientation of the listener.|
|lovr.audio.getPose||Get the pose of the listener.|
|lovr.audio.setPose||Set the pose of the listener.|
|lovr.audio.getPosition||Get the position of the listener.|
|lovr.audio.setPosition||Set the position of the listener.|
|lovr.audio.getSpatializer||Get the name of the active spatializer|
|lovr.audio.getVolume||Get the master volume.|
|lovr.audio.setVolume||Set the master volume.|
It's possible to list the available audio devices on the system, and pick a specific device to use for either playback or capture. Devices can also be manually started and stopped. Other useful features of
lovr.audio.setDevice include the ability to stream all audio data to a custom sink and the option to create a device in exclusive mode for higher performance. By default, the default playback device is automatically initialized and started, but this can be configured using
|lovr.audio.setDevice||Switch audio devices.|
|lovr.audio.getDevices||Get a list of audio devices.|
|lovr.audio.start||Start an audio device.|
|lovr.audio.isStarted||Check if an audio device is started.|
|lovr.audio.stop||Stop an audio device.|