Sound Actuator

See also

See the Python reference of this logic brick in KX_SoundActuator.

The Sound Actuator allows the user to play sound files in the game engine.

../../../../_images/logic-actuators-types-sound-node.png

Sound Actuator.

Properties

Sound File
Load a new sound file or select one from the list.
Play Mode

How the sound effect is played.

Play Stop
The sound effect is played when activated. Stops instantly when deactivated.
Play End
The sound effect is played when activated. When deactivated, stops after finishing playing the sound. The sound is not replayed if activated while still playing.
Loop Stop
The sound is played as infinite loop when activated. Stops instantly when deactivated.
Loop End
The sound is played as infinite loop when activated. When deactivated, stops after finishing playing the sound.
Loop Bidirectional
The sound is played as infinite ping-pong loop. When deactivated, stops after finishing playing the sound.
Loop Bidirectional Stop
The sound is played as infinite ping-pong loop. Stops instantly when deactivated.
Volume
The volume at which the sound effect is played.
Pitch
The pitch at which the sound effect is played. 0 is default, 12 is one octave.

3D Sound

../../../../_images/logic-actuators-types-sound-cone.jpg

The cones point in the direction of the objects negative Z axis.

If enabled, the sound is affected by distance, speed of the emitting object and various other things. The options below are only available if 3d Sound is enabled.

Note

3D sound is influenced by the Audio panel in Scene Settings. A brief description of the different distance models can be found here.

Minimum Gain
The minimum gain of the sound, no matter how far it is away.
Maximum Gain
The maximum gain of the sound, no matter how near it is.
Reference Distance
The cones point in the direction of the objects negative Z axis. The distance at which the sound has a gain of 1.0.
Maximum Distance
The maximum distance at which the sound can be heard.
Rolloff
The influence factor on volume depending on distance. The higher, the more the sound will fade with distance.
Cone Outer Gain
The gain outside the outer cone. The gain inside the outer cone will be interpolated between this value and the normal gain inside the inner cone (Volume). Note that the cones always point in the direction of the objects local -Z axis (figure right).
Cone Outer Angle
The angle of the outer cone.
Cone Inner Angle
The angle of the inner cone.

Example