Platforms to show: All Mac Windows Linux Cross-Platform
Back to SCNAudioSourceMBS class.
SCNAudioSourceMBS.Constructor(File as FolderItem)
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
method | SceneKit | MBS Mac64bit Plugin | 22.3 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
See also:
SCNAudioSourceMBS.Constructor(URL as String)
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
method | SceneKit | MBS Mac64bit Plugin | 22.3 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
See also:
SCNAudioSourceMBS.copy as SCNAudioSourceMBS
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
method | SceneKit | MBS Mac64bit Plugin | 22.3 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
Type | Topic | Plugin | Version | macOS | Windows | Linux | iOS | Targets |
method | SceneKit | MBS Mac64bit Plugin | 22.3 | ✅ Yes | ❌ No | ❌ No | ✅ Yes | Desktop & iOS |
This method reads audio data from the source file (specified when initializing the audio source) and performs any decompression necessary to prepare for playing audio. Use this method to control when your app or game incurs the run-time performance cost of such work—for example, you can load all audio source before starting a game level, instead of suffering a frame rate drop upon playing a new audio source during gameplay.
This method has no effect if the shouldStream property’s value is true.
The items on this page are in the following plugins: MBS Mac64bit Plugin.