removeSpriteSound
Remove a sprite: its sound, every playing instance of it, and its key in the config. Use it when an effect is no longer needed and you want its buffer and nodes gone.
removeSpriteSound(spriteKey: string): void;
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
spriteKey | string | required | A sprite key such as 'jump', or a full sprite id such as 'game-sounds_jump'. |
Returns
Nothing.
Example
import { SoundHub } from 'soundhub';
const soundHub = new SoundHub();
await soundHub.loadSound('game-sounds', '/audio/8-bit-game-sounds.mp3');
soundHub.setSoundSprite('game-sounds', { jump: [4.5, 5.5], danger: [16.5, 18.5] });
soundHub.playSprite('game-sounds', 'danger', { loop: true });
// Stops the looping 'danger' sprite and removes it
soundHub.removeSpriteSound('danger');
soundHub.getSpriteConfig('game-sounds'); // { jump: [4.5, 5.5] }
Good to know
- There is no sound id parameter. A bare key is looked up in the config of every loaded sound, so
removeSpriteSound('jump')removes thejumpsprite of each sound that has one. Pass the full id, such as'game-sounds_jump', to reach just one. - A key matches exactly:
'jump'leaves adouble_jumpsprite alone. - Playing or paused instances are stopped, taken off the master and dropped from any sound group they were in. Since 6.3.2 the key also leaves the config and the sprite's gain node is disconnected.
- When nothing matches, it does nothing apart from a debug log. No event is dispatched.
- A key is found through the config, so after
removeSpriteConfigonly the full sprite id still works.
See also
setSoundSprite: define sprites, or replace one by setting its key again.removeSpriteConfig: clear the whole config of a sound.soundSprite: overview of how sprites work.