SoundChannel access in Sound3D

Software: Away3D 4.x

Stephen Hopkins, Sr. Member
Posted: 09 August 2011 08:50 PM   Total Posts: 110

This isn’t too much of a problem, but in order to access the sound_channel, I had to subclass the SoundDriver and add a getter method. The sound_channel is necessary for adding sound completion events. So it would be nice to just have that built in somewhere.

Edit: Event.SOUND_COMPLETE is probably the only event peopl will use, so it might be better to just have a way of adding a callback method in the play() function.

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http://www-scf.usc.edu/~shopkins

   

Richard Olsson, Administrator
Posted: 10 August 2011 06:59 AM   Total Posts: 1192   [ # 1 ]

Yeah, you’re right. What should happen is that the Sound3D class should bubble the event. Do you mind filing a feature request (issue report) on GitHub? Just so we don’t forget about it. smile

Cheers

   
   
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