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wave

wave is a LÖVE sound manager with advanced audio parsing functionalities.

demo

Setup

local audio = require "wave" --require the library

Usage

Create a new source

local beep = audio:newSource("beep.wav", "static")

Play it

beep:play()

Parsing audio

wave parses audio files to get the "energy" of the song. This allows you to add visual effects that are synchronized with the music.

First, load and parse the audio, then set its intensity

music = audio:newSource("music.wav", "stream")
music:parse()
music:setIntensity(20)

Update it every frame

function love.update(dt)
  music:update(dt)
end

Then, get the current energy of the song

function love.draw()
  love.graphics.circle(100, 100, 100+music:getEnergy()*10)
end

Working with rhythm

wave lets you set the BPM of your song to add rhythm-based mechanics to your game.

Load the audio and set its BPM

music = audio:newSource("music.wav", "stream")
music:setBPM(120)

Set a beat callback

music:onBeat(function()
  print("Beat!")
end)

Update the music every frame

function love.update(dt)
  music:update(dt)
end

Smooth transitions

Both pitch and volume properties of a source can be smoothly transitioned.

Set targets

source:setPitchTarget(1.2)
source:setVolumeTarget(.5)

Update the source every frame

function love.update(dt)
  source:update(dt)
end

You can also fade music in and out. When faded out, the source will pause until it's played back.

source:fadeIn()
source:fadeOut()

Chaining functions

Source objects are passed through most of the methods. This allows you to chain function calls like so:

dog = audio
  :newSource("dog.wav", "static")
  :setVolume(.5)
  :play()

Methods and aliases

Create a new source

source = audio:newSource(path, type)

Play, pause, resume and stop a source

source:play(pitched) --if pitched == true, source will play with a slightly random pitch (useful for recurrent sounds)
source:stop()

source:pause()
source:resume()

Parse source

source:parse()

Set/get source properties

source:setBPM(bpm)
--or--
source:detectBPM() --automatic BPM detection - very experimental

source:setOffset(offset) --set beat offset (milliseconds)

source:setIntensity(intensity)

--if **force** is specified, target attribute will be reset to value
source:setPitch(pitch, force)
//-> source:getPitch()

source:setVolume(volume, force)
//-> source:getVolume()

source:setLooping(bool)

Set/get source target properties (will transition smoothly)

source:setTargetPitch(pitch)
//-> source:getTargetPitch()

source:setTargetVolume(volume)
//-> source:getTargetVolume()

Fade in/out

source:fadeIn()
source:fadeOut()
source:fade(str) --"in" or "out"

Get tone-shifted pitch

source:tone(offset)

//-> source:setPitch( source:tone(4) ) --shift source by 4 semitones

Get octave-shifted pitch

source:octave(offset)

//-> source:setPitch( source:octave(-2) ) --shift source by -2 octaves

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A LÖVE sound manager with advanced audio parsing

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