#include <Sound.h>
Description
Module that handles all audio related functionality.
Static Functions | |
static bool | IsPlaying (AssetID index) |
static ActiveSound | PlayAudio (AssetID, uint8_t effectChannel=0, float volume=1.f, float panning=.5f) |
Channels | |
All audio plays through a number of Channels. Think of a channel as a set of independent audio systems: each channel can have its own set of effects applied to it, can have a specific volume applied, or panning applied. A common set up would be to have a separate channel for Sound Effects, a separate channel for "Background Music", and perhaps another for "Voice Audio". AudioEffects are functors that process and modify raw audio data. AudioEffects are ran on each sample that is played on its owning channel. AudioEffects are ran on samples before it is passed to the mixer for processing. In the case that effect processing is desired for all samples, It is possible to add / remove effects to / from the mixer directly via the MasterEffect functions. | |
static void | ChannelAddEffect (const AudioEffect *, uint8_t channel) |
static void | ChannelRemoveEffect (const AudioEffect *, uint8_t channel) |
static void | ChannelReset (uint8_t channel) |
static void | ChannelKeepAwake (uint8_t, bool doIt) |
static void | ChannelSetVolume (uint8_t channel, float) |
static void | ChannelSetPanning (uint8_t channel, float) |
static AudioManager * | GetManager () |
std::string | GetName () |
void | Init () |
void | InitAfter () |
void | RunBefore () |
void | RunAfter () |
void | DrawBefore () |
void | DrawAfter () |
Backend * | GetBackend () |
Member Function Documentation
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Returns whether or not an instance of the sample is playing.
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Queues audio for immediate playback.
- Parameters
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effectChannel The channel to send the audio block to play on. panning The panning for the sound. 0.f is all the way to the left, 1.f is all the way to the right volume The volume the sound should play at.
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Registers an AudioEffect instance with an associated effect channel. All further samples that play on the given channel will have this effect applied.
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Unregisters an AudioEffect instance.
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Removes all effects from a channel. This does not delete the AudioEffects given to the channel.
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Keeps the stream active for the given channel. By default, channels will only be active if there are samples playing through it This is normally fine, execpt this means effects will stop once no samples are being processed through a channel. For something like reverberation, this would cut off meaningful information from being output. Keeping the channel awake sacrifices performance for making more quality.
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Sets the volume for the given channel 0.f denotes minimum volume and 1.f maximum. The values are clipped if they are beyond these bounds.
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Sets the panning for the entire channel. 0.f denotes all the way to the left and 1.f all the way to the right. The values are clipped if they are beyond these bounds.
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}
The documentation for this class was generated from the following file:
- /home/jc/git/Dynacoe/DynacoeSrc/includes/Dynacoe/Modules/Sound.h