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IAudioBase Class Reference

Base class defining common interface of all managed audio components. More...

#include <IAudio.h>

Inheritance diagram for IAudioBase::

IAudioScript IDLS IPlayable ISegment ISound ISound3D ISoundScape List of all members.

Public Methods

virtual void Destroy ()=0
virtual bool IsInitialized () const=0
virtual bool Load ()=0
virtual bool Unload ()=0
virtual bool IsLoaded () const=0

Detailed Description

Base class defining common interface of all managed audio components.

IAudioBase defines the common interface to which all basic audio components (such as sounds, scripts, and DLS collections must conform. Objects are obtained from the AudioMgr, and are destroyed by using the Destroy() function, which internally cleans up and deletes the object. Once the object is initialized via its own Init() function, the audio data may be loaded and unloaded at will using the Load() and Unload() functions. The audio manager may also call Load() or Unload() at its discretion, since these are defined as no argument functions, and operate entirly using cached information from the object's original initialization.


Member Function Documentation

void IAudioBase::Destroy ( ) [pure virtual]
 

Destroys an audio object, discarding any information stored from the original object initialization. The object should be considered invalid for any use after this function is called. The audio manager will automatically destroy the object when IAudioManager::Term() is called.

bool IAudioBase::IsInitialized ( ) const [pure virtual]
 

Determines whether an audio object is currently initialized.

Returns:
true indicates the object is initialized, false indicates it is not

bool IAudioBase::IsLoaded ( ) const [pure virtual]
 

Determines if an audio object is currently loaded.

Returns:
true indicates the object is loaded, false indicates it is not loaded
See also:
Load(), Unload()

bool IAudioBase::Load ( ) [pure virtual]
 

Loads the audio file from disk or memory and creates internal structures to hold this data as appropriate. In general, objects derived from IPlayable will load data in a background thread, but all other objects will finish loading before the function returns.

Returns:
true indicates success, false indicates failure.
See also:
Unload(), IsLoaded()

bool IAudioBase::Unload ( ) [pure virtual]
 

Destroys the internal data container (buffer, segment, etc) currently holding audio data.

Returns:
true indicates success, false indicates failure.
See also:
Load(), IsLoaded()


The documentation for this class was generated from the following file:
Generated at Sun Jul 28 23:17:42 2002 for GAP Audio System by doxygen1.2.8.1 written by Dimitri van Heesch, © 1997-2001