Controlling sound volume and panning
An individual SoundChannel object controls both the left and the right stereo channels for a sound. If a sound is monaural, the left and right stereo channels of the SoundChannel object will contain identical waveforms.
You can find out the amplitude of each stereo channel of the sound being played
using the leftPeak
and rightPeak
properties of the SoundChannel object.
These properties show the peak amplitude of the sound waveform itself. They do
not represent the actual playback volume. The actual playback volume is a
function of the amplitude of the sound wave and the volume values set in the
SoundChannel object.
The pan property of a SoundChannel object can be used to specify a different volume level for each of the left and right channels during playback. The pan property can have a value ranging from -1 to 1, where -1 means the left channel plays at top volume while the right channel is silent, and 1 means the right channel plays at top volume while the left channel is silent. Numeric values in between -1 and 1 set proportional values for the left and right channel values, and a value of 0 means that both channels play at a balanced, mid-volume level.
The following code example creates a SoundTransform object with a volume value
of 0.6 and a pan value of -1 (top left channel volume and no right channel
volume). It passes the SoundTransform object as a parameter to the play()
method, which applies that SoundTransform object to the new SoundChannel object
that is created to control the playback.
var snd:Sound = new Sound(new URLRequest("bigSound.mp3"));
var trans:SoundTransform = new SoundTransform(0.6, -1);
var channel:SoundChannel = snd.play(0, 1, trans);
You can alter the volume and panning while a sound is playing by setting the
pan
or volume
properties of a SoundTransform object and then applying that
object as the soundTransform
property of a SoundChannel object.
The following example alternates the panning of the sound from the left channel to the right channel and back while the sound plays.
import openfl.display.Sprite;
import openfl.events.Event;
import openfl.media.Sound;
import openfl.media.SoundChannel;
import openfl.media.SoundTransform;
import openfl.net.URLRequest;
class PanningSoundExample extends Sprite {
private var trans:SoundTransform;
private var channel:SoundChannel;
private var panCounter:Float = 0;
public function new() {
super();
var snd:Sound = new Sound();
var req:URLRequest = new URLRequest("bigSound.mp3");
snd.load(req);
trans = new SoundTransform(1, 0);
channel = snd.play(0, 1, trans);
channel.addEventListener(Event.SOUND_COMPLETE, onPlaybackComplete);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
function onEnterFrame(event:Event):Void {
trans.pan = Math.sin(panCounter);
channel.soundTransform = trans;
panCounter += 0.05;
}
function onPlaybackComplete(event:Event):Void {
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
}
}
This code starts by loading a sound file and then creating a new SoundTransform
object with volume set to 1 (full volume) and pan set to 0 (evenly balanced
between left and right). Then it calls the snd.play()
method, passing the
SoundTransform object as a parameter.
While the sound plays, the onEnterFrame()
method executes repeatedly. The
onEnterFrame()
method uses the Math.sin()
function to generate a value
between -1 and 1, a range that corresponds to the acceptable values of the
SoundTransform.pan
property. The SoundTransform object's pan
property is set
to the new value, and then the channel's soundTransform
property is set to use
the altered SoundTransform object.
To run this example, replace the filename bigSound.mp3 with the name of a local mp3 file. Then run the example. You should hear the left channel volume getting louder while the right channel volume gets softer, and vice versa.