World > Sound#
API Reference#
- class miniworlds.worlds.manager.sound_manager.SoundManager(app)[source]#
Manages short sound-effect playback for a world.
Access via world.sound.
Unlike world.music, sounds can overlap and are designed for short in-game effects.
Examples
world.sound.play("assets/explosion.wav") world.sound.play("assets/jump.wav", volume=80)
- is_playing(path)[source]#
Return whether the given sound is currently playing.
- Return type:
- Parameters:
path – Path to the sound.
- Returns:
True if the sound is playing.
- Raises:
ValueError – If path is empty.
Examples
if world.sound.is_playing("sounds/explosion.wav"): world.sound.stop("sounds/explosion.wav")
- is_registered(path)[source]#
Return whether a sound is already registered.
- Return type:
- Parameters:
path – Path to the sound.
- Returns:
True if the sound is registered.
- Raises:
ValueError – If path is empty.
Examples
if not world.sound.is_registered("sounds/explosion.wav"): world.sound.register("sounds/explosion.wav")
- play(path, volume=100)[source]#
Play a sound.
- Return type:
- Parameters:
path – Path to the sound.
volume – Volume between 0 and 100.
- Raises:
ValueError – If path is empty or volume is out of range.
Examples
world.sound.play("sounds/explosion.wav", volume=80)
- register(path)[source]#
Register a sound for later use.
- Return type:
- Parameters:
path – Path to the sound.
- Raises:
ValueError – If path is empty.
Examples
world.sound.register("sounds/explosion.wav")
- stop(path)[source]#
Stop a playing sound.
- Return type:
- Parameters:
path – Path to the sound to stop.
- Raises:
ValueError – If path is empty.
Examples
world.sound.stop("sounds/explosion.wav")