audio_sound_gain(index, volume, time);
Argument | Description |
---|---|
index | The index of the sound to set the gain for. |
volume | Value for the music volume. |
time | The length for the change in gain in milliseconds. |
Returns: N/A
With this function you can fade a sound in or out over a given
length of time, or it can be used to set the sound gain instantly.
The time is measured in milliseconds, and the function requires
that you input a final level of gain for the sound to have reached
by the end of that time. This gain can be between 0 (silent) and 1
(full volume) and the scale is linear, such that a value of 0.5
would be half volume. To instantly change the gain, simply set the
time argument to 0.
This function will affect all instances of the sound that are
playing currently in the room if the index is a sound resource, and
the final volume will be the volume at which all further instances
of the sound will be played. However if you have used the index
returned from a function like audio_play_sound it will only
affect that one instance of the sound.
if val
{
var snd = audio_play_sound(snd_fountain);
audio_sound_gain(snd, 0, 0);
audio_sound_gain(snd, 1, 5000);
}
The above code checks a variable and if it returns true it will then assign the index of a sound to be played to the local variable "snd". This variable is then used to reduce the volume of that specific sound to 0 and fade up to full volume over 5 seconds.