Resources
Resources.load_texture(path)
path
: file path relative to script file
Caches the texture and returns a normalized path for faster access.
Returns a string.
Should be used in global scope for better performance.
Resources.load_audio(path)
path
: file path relative to script file
Caches the audio and returns a normalized path for faster access.
Returns a string.
Should be used in global scope for better performance.
Resources.play_audio(path, audio_behavior?)
path
: file path relative to script file, use values returned fromResources.load_audio()
for better performance.audio_behavior
: AudioBehavior
Plays a sound with the specified priority.
See player:play_audio() for playing audio to a specific player.
Resources.stop_music()
Stops the currently playing music.
Resources.play_music(path, loops?)
path
: file path relative to script file, use values returned fromResources.load_audio()
for better performance.
Plays audio stored at path
as music. Loops by default.
Resources.white_flash_color()
Returns Color, tied to the Flash Brightness setting and seen as the color used for transitions to white.
Be careful when reading properties from the returned value, as settings will differ between players, and driving logic using these values can cause each client to desync.
Resources.is_local(player_index)
Returns true if the index represents the local player.
Resources.local_index()
Returns a number, represents the index of the local player in the list of players sent from the server.
Resources.input_has(player_index, input_query)
Same as player:input_has().
Allows for spectator input to be read.
AudioBehavior
AudioBehavior.Default
Audio will play regardless of other audio. Same as AudioBehavior.Overlap
AudioBehavior.Overlap
Audio will play regardless of other audio.
AudioBehavior.NoOverlap
Audio will not play if another instance of itself is playing with NoOverlap, Restart, or LoopSection.
AudioBehavior.Restart
If this audio is already playing with NoOverlap or Restart, it will be restarted. Looping audio will not be restarted.
Plays the audio as normal if there is no other instance of itself.
AudioBehavior.LoopSection(start_sample, end_sample)
Audio will play from the beginning (sample 0), looping back to start_sample
when end_sample
is reached.
Stops existing playback of the sound if it has AudioBehavior.NoOverlap
.
Returns an AudioBehavior.
AudioBehavior.EndLoop
The sound will continue playing if it was already playing. If AudioBehavior.LoopSection was applied, it will stop looping at end_sample