SAudioReactiveLight

Index

Properties Index

Property Name

Properties

Enabled

bool Enabled get set

Returns true if the Audio Reactive Light Enabled.

Space.Host.ExecutingObject.AudioReactiveLight.Enabled = true
--clicking this object will Enable/Disable it's Audio Reactive Light component
thisGameObject = Space.Host.ExecutingObject
component = thisGameObject.AudioReactiveLight


OnClick = function()
component.Enabled =  not component.Enabled
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

Target

SLight Target get set

Returns true if the light target Enabled.

Space.Host.ExecutingObject.AudioReactiveLight.Target = false
--clicking the object will toggle between two different AudioReactiveLight targets
--[Add "light1" and "light2" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
light1 = Space.Host.GetReference("light1").Light
light2 = Space.Host.GetReference("light2").Light


OnClick = function()
if thisGameObject.AudioReactiveLight.Target == light1 then
  thisGameObject.AudioReactiveLight.Target = light2
else
  thisGameObject.AudioReactiveLight.Target = light1
end

end



thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

Range

bool Range get set

Returns true if Range Enabled.

Space.Host.ExecutingObject.AudioReactiveLight.Range = false
--the below script will make the object toggle it's AudioReactiveLight's Range property
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight


OnClick = function()
arlight.Range=  not arlight.Range
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MinRange

float MinRange get set

Returns MinRange value of the Audio Reactive Light.

Space.Host.ExecutingObject.AudioReactiveLight.MinRange = 0.5
--the below script will make a slider set the Audio Reactive Light's MinRange
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MinRange = (slider.Value * 9) + 1 --(from 1 to 10)
end

slider.OnValueChanged(OVC)

MaxRange

float MaxRange get set

Returns MaxRange value of the Audio Reactive Light.

Space.Host.ExecutingObject.AudioReactiveLight.MaxRange = 1
--the below script will make a slider set the Audio Reactive Light's MaxRange
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MaxRange= (slider.Value * 10) + 10 --(from 10 to 20)
end

slider.OnValueChanged(OVC)

AnimateColor

bool AnimateColor get set

Returns true if AnimateColor Enabled.

Space.Host.ExecutingObject.AudioReactiveLight.AnimateColor = false
--the below script will make the object Enable/Disable it's AudioReactiveLight's AnimateColor property
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight


OnClick = function()
arlight.AnimateColor =  not arlight.AnimateColor
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MinColor

SColor MinColor get set

Returns MinColor value of the Audio Reactive Light.

Space.Host.ExecutingObject.AudioReactiveLight.MinColor  = Color.Red
--clicking the object will open a color picker that changes AudioReactiveLight's MinColor
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight
originalColor = nil

OnChange = function(SColor) 
 arlight.MinColor = SColor
end

OnSelect = function(SColor)
 arlight.MinColor = SColor
end

OnCancel = function()
 arlight.MinColor = originalColor
end

OnClick = function()
originalColor = arlight.MinColor
Space.Dialogues.ColorPicker("Pick a color","Ok", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MaxColor

SColor MaxColor get set

Returns MaxColor value of the Audio Reactive Light.

Space.Host.ExecutingObject.AudioReactiveLight.MaxColor = Color.Blue
--clicking the object will open a color picker that changes AudioReactiveLight's MaxColor
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight
originalColor = nil

OnChange = function(SColor) 
 arlight.MaxColor= SColor
end

OnSelect = function(SColor)
 arlight.MaxColor= SColor
end

OnCancel = function()
 arlight.MaxColor= originalColor
end

OnClick = function()
originalColor = arlight.MaxColor
Space.Dialogues.ColorPicker("Pick a color","Ok", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

Intensity

bool Intensity get set

Returns true if Intensity Enabled.

Space.Host.ExecutingObject.AudioReactiveLight.Intensity = false
--the below script will make the object Enable/Disable it's AudioReactiveLight's Intensity property
--[Add "arlight" reference to the Scripting Runtime component]

thisGameObject = Space.Host.ExecutingObject
arlight = Space.Host.GetReference("arlight").AudioReactiveLight


OnClick = function()
arlight.Intensity =  not arlight.Intensity
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MinIntensity

float MinIntensity get set

Returns MinIntensity value of the Audio Reactive Light.

Space.Host.ExecutingObject.AudioReactiveLight.MinIntensity = 0.2
--the below script will make a slider set the Audio Reactive Light's MinIntensity
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MinIntensity= (slider.Value * 1) --(from 0 to 1)
end

slider.OnValueChanged(OVC)

MaxIntensity

float MaxIntensity get set

Returns MaxIntensity value of the Audio Reactive Light.

Space.Host.ExecutingObject.AudioReactiveLight.MaxIntensity = 0.8
--the below script will make a slider set the Audio Reactive Light's MaxIntensity
--[Add "slider" and "arlight" references to the Scripting Runtime component]

arlight = Space.Host.GetReference("arlight").AudioReactiveLight
slider = Space.Host.GetReference("slider").UISlider
 

OVC = function()
arlight.MaxIntensity= (slider.Value * 2) + 1 --(from 1 to 3)
end

slider.OnValueChanged(OVC)

GameObject

SGameObject GameObject get

Returns a reference to the GameObject of this component.

theGameObject = Space.Host.ExecutingObject.AudioReactiveLight.GameObject

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