Organize all your 3d audio content in one place. More...
Import Statement: | import QtAudioEngine 1.1 |
Since: | Qt 5.0 |
Inherits: |
Rectangle { color:"white" width: 300 height: 500 AudioEngine { id:audioengine AudioSample { name:"explosion" source: "explosion-02.wav" } Sound { name:"explosion" PlayVariation { sample:"explosion" } } dopplerFactor: 1 speedOfSound: 343.33 // Approximate speed of sound in air at 20 degrees Celsius listener.up:"0,0,1" listener.position:"0,0,0" listener.velocity:"0,0,0" listener.direction:"0,1,0" } MouseArea { anchors.fill: parent onPressed: { audioengine.sounds["explosion"].play(); } } }
AudioEngine
acts as a central library for configuring all 3d audio content in an app, so you should define only one in your app.
It is mostly used as a container to access other types such as AudioCategory, AudioSample and Sound.
See also AudioCategory, AudioSample, Sound, SoundInstance, AttenuationModelLinear, and AttenuationModelInverse.
Container of all AudioCategory instances.
dopplerFactor : real |
This property holds a simple scaling for the effect of doppler shift.
listener : QtAudioEngine::AudioListener |
This property holds the listener object. You can change various properties to affect the 3D positioning of sounds.
See also AudioListener.
liveInstances : int |
This property indicates how many live sound instances there are at the moment.
loading : bool |
This property indicates if the audio engine is loading any audio sample at the moment. This may be useful if you specified the preloaded property in AudioSample and would like to show a loading screen to the user before all audio samples are loaded.
Container of all AudioSample instances.
speedOfSound : real |
This property holds the reference value of the sound speed (in meters per second) which will be used in doppler shift calculation. The doppler shift calculation is used to emulate the change in frequency in sound that is perceived by an observer when the sound source is travelling towards or away from the observer. The speed of sound depends on the medium the sound is propagating through.
This signal is emitted when loading has completed.
The corresponding handler is onFinishedLoading
.
This signal is emitted when the loading property changes.
The corresponding handler is onIsLoadingChanged
.
This signal is emitted when the number of live instances managed by the AudioEngine is changed.
The corresponding handler is onLiveInstanceCountChanged
.
This signal is emitted when the AudioEngine is ready to use.
The corresponding handler is onReady
.
Adds the given attenuationModel to the engine. This can be used when the AttenuationModelLinear / AttenuationModelInverse is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var attenuationModel = Qt.createQmlObject('import QtAudioEngine 1.1; AttenuationModelLinear {}', engine); attenuationModel.name ="linear" attenuationModel.start = 20 attenuationModel.end = 180 engine.addAttenuationModel(attenuationModel); } }
addAudioCategory(AudioCategory category) |
Adds the given category to the engine. This can be used when the AudioCategory is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var category = Qt.createQmlObject('import QtAudioEngine 1.1; AudioCategory {}', engine); category.name = "sample"; category.volume = 0.9; engine.addAudioCategory(category); } }
addAudioSample(AudioSample sample) |
Adds the given sample to the engine. This can be used when the AudioSample is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var sample = Qt.createQmlObject('import QtAudioEngine 1.1; AudioSample {}', engine); sample.name = "example"; sample.source = "example.wav"; engine.addAudioSample(sample); } }
addSound(Sound sound) |
Adds the given sound to the engine. This can be used when the Sound is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var sound = Qt.createQmlObject('import QtAudioEngine 1.1; Sound {}', engine); sound.name = "example"; engine.addSound(sound); } }