#include <IAudio.h>
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virtual bool | Init (const AudioMgrInit &init)=0 |
virtual void | Term ()=0 |
virtual bool | IsInitialized () const=0 |
virtual bool | GetStats (AudioMgrStats &stats) const=0 |
virtual bool | CreateSound (ISound *&pSound)=0 |
virtual bool | CreateSound3D (ISound3D *&pSound3D)=0 |
virtual bool | CreateSegment (ISegment *&pSegment)=0 |
virtual bool | CreateDLS (IDLS *&pDLS)=0 |
virtual bool | CreateAudioScript (IAudioScript *&pScript)=0 |
virtual bool | GetListener (IListener *&pListener)=0 |
virtual bool | SetSoundVolume (float fVolume)=0 |
virtual bool | GetSoundVolume (float &fVolume) const=0 |
virtual bool | SetMusicVolume (float fVolume)=0 |
virtual bool | GetMusicVolume (float &fVolume) const=0 |
virtual bool | StopAll ()=0 |
virtual bool | PauseAll ()=0 |
virtual bool | ResumeAll ()=0 |
virtual bool | GetCurrentSegment (ISegment *&pSegment) const=0 |
virtual bool | GetNextSegment (ISegment *&pSegment) const=0 |
virtual bool | CreateAudioStream (IAudioStream *&pStream)=0 |
It is responsible for initializing the sound and music subsystems, and for creating and managing all 2D and 3D sounds (both static and streaming), as well as for queueing and playing music segments. The manager is designed to allow nearly direct access to low level buffers and segments while still providing an easy-to-use and high-level management system.
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Creates a new audio script object to be managed by the audio system.
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Creates a file object based either on the user-defined file creation factory if one was supplied, or returns a default disk-based file object.
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Creates a new DLS object to be managed by the audio system.
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Creates a new segment object to be managed by the audio system.
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Creates a new sound object to be managed by the audio system.
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Creates a new 3D sound object to be managed by the audio system.
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Gets the currently playing music segment from the audio system.
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Retrives the listener object. This function will return the same object on every call.
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Gets the music volume.
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Gets the next queued music segment from the audio system.
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Gets the master volume from the audio system.
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Gets current usage statistics from the audio manager.
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Initializes the audio manager. This function is automatically called if using the standard engine framework. Otherwise, you must call this manually before attempting to play any sounds.
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Determines whether an audio manager is currently initialized.
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Pauses all currently playing sounds and music.
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Resumes all currently paused sounds and music. Note that this will include any sounds paused other than a call to PauseAll().
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Sets the music volume.
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Sets the master volume for the audio system.
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Stops all currently playing sounds and music.
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Terminates the audio manager. This should be called before the application exits to properly shut down the sound system. This function is called automatically if using the standard engine framework.
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