Example
<a-entity n-sound='res: effects/fanfare-start; on: begin'></a-entity>
Extends
Members
autoplay :boolean
Tells the clip to start automatically when the scene loads, instead of waiting for playSound()
.
- Default Value:
- false
loop :boolean
Tells the clip to loop back to the beginning of the clip once it's finished.
- Default Value:
- false
maxDistance :number
If rolloff is 'logarithmic', the sound will stop attenuating at this distance in meters. If rolloff is 'linear' or 'cosine', the sound will be silent at this distance.
- Default Value:
- 12
minDistance :number
Inside this distance in meters, the sound is at full volume.
- Default Value:
- 1
on :string
The name of the event that will play this sound clip.
oneshot :boolean
Tells the clip to clean itself up when it finishes playing. Allows for overlapping instances of the sound.
- Default Value:
- false
pitch :number
The speed multiplier for the sound. 0.5 is one octave down, and 2 is one octave up.
- Default Value:
- 1
res :string
Play the sound given by the src
or res
property from the location
of the entity.
The resource identifier for a built-in sound clip.
rolloff :string
Set this to 'linear' or 'cosine' if you want to cut sounds off at a maxDistance.
- Default Value:
- "logarithmic"
spatialBlend :number
How spatialized a sound is, from [0,1]. A value of 1 will be fully localized, and the sound will pan left and right as you turn your head. A value of 0 makes it non-spatialized, and it will always be heard in both ears.
- Default Value:
- 1
src :string
A URL to an external sound clip. The sound can be in WAV, OGG or MP3 format. However, only WAV is supported on all platforms. MP3 is supported on Gear VR and OGG is supported on desktop.
volume :number
The volume of the clip, from [0,1].
- Default Value:
- 1
Events
n-sound-loaded
Fired when a sound has loaded and is ready to be played
sound-paused
Emitted when the sound stops playing
sound-played
Emitted when the sound starts playing