diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_get_pitch.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_get_pitch.htm index 7c109c813..b76b541dd 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_get_pitch.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_get_pitch.htm @@ -4,7 +4,7 @@ audio_emitter_get_pitch - + @@ -19,7 +19,7 @@

audio_emitter_get_pitch

Diese Funktion gibt den aktuell eingestellten Tonhöhenwert für den angegebenen Audio-Emitter zurück.

Syntax:

-

audio_emitter_get_pitch(emitter);

+

audio_emitter_get_pitch(emitter);

diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_pitch.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_pitch.htm index afea9dc29..e0516555a 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_pitch.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Emitters/audio_emitter_pitch.htm @@ -4,7 +4,7 @@ audio_emitter_pitch - + diff --git a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Properties.htm b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Properties.htm index 0ba2ccb24..3a000d1e4 100644 --- a/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Properties.htm +++ b/Manual/contents/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio_Properties.htm @@ -92,17 +92,22 @@

Audio Properties Overview

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Result Gasset * Ggroup * Gemitter * GinstancePasset * Pemitter * PinstancePasset * Pemitter * Pinstance (might be clipped, see Pitch) Asset-level offset unless instance-level offset is passed to the audio_play_sound_* functions Memitter & Minstance (bitwise AND, see Bitwise Operators)
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Notes

+

Notes

+

Gain

This can still be changed in-game later by calling audio_sound_gain with the sound asset ID as the argument: 

-

audio_sound_gain(snd_Explode, 0, 0);  // Set the asset-level gain to 0 (new instances of this sound play muted)

+

audio_sound_gain(snd_Explode, 0, 0);  // Set the asset-level gain to 0 (new and existing instances of this sound are muted)

+

Pitch

+

The resulting source pitch has a lower limit of 1/256 (-8 octaves) for all sounds. It has an upper limit dependent on the compression type of the sound - uncompressed sounds have an upper limit of 256 (+8 octaves), but compressed sounds have a limit of 4 (+2 octaves).

+

If the source pitch is clipped, a warning message will be printed to the console. If the source pitch is clipped on the upper bound for a compressed sound, a note will also be printed to the console pointing out that they have a lower upper limit than uncompressed sounds.

+

 On HTML5, uncompressed sounds and compressed sounds have the same range of 1/256 to 256. Because of this, there is no specific warning for clipping a compressed sound on the upper bound.

 

 

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© Copyright YoYo Games Ltd. 2023 All Rights Reserved
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© Copyright YoYo Games Ltd. 2024 All Rights Reserved