class openfl.media.SoundChannel extends EventDispatcher

Available on all platforms

The SoundChannel class controls a sound in an application. Every sound is assigned to a sound channel, and the application can have multiple sound channels that are mixed together. The SoundChannel class contains a stop() method, properties for monitoring the amplitude (volume) of the channel, and a property for assigning a SoundTransform object to the channel.

@event soundComplete Dispatched when a sound has finished playing.

Instance Fields

var leftPeak:Float

The current amplitude(volume) of the left channel, from 0(silent) to 1 (full amplitude).

var position:Float

When the sound is playing, the position property indicates in milliseconds the current point that is being played in the sound file. When the sound is stopped or paused, the position property indicates the last point that was played in the sound file.

A common use case is to save the value of the position property when the sound is stopped. You can resume the sound later by restarting it from that saved position.

If the sound is looped, position is reset to 0 at the beginning of each loop.

var rightPeak:Float

The current amplitude(volume) of the right channel, from 0(silent) to 1 (full amplitude).

var soundTransform:SoundTransform

The SoundTransform object assigned to the sound channel. A SoundTransform object includes properties for setting volume, panning, left speaker assignment, and right speaker assignment.

function stop():Void

Stops the sound playing in the channel.