#include <IAudio.h>
Public Methods | |
AudioMgrInit () | |
void | Clear () |
Public Attributes | |
HWND | m_hWnd |
HWND used for sound system initialization. | |
bool | m_bLoadAsyncronously |
Load all audio files asyncronously. | |
bool | m_bForceSoftware |
Force the system to use all software buffers. | |
bool | m_bUseMusicReverb |
Use the Waves Reverb filter on the DirectMusic music performance object. | |
bool | m_bUseEAX |
Use EAX hardware extensions if available. | |
bool | m_bUseZoomFX |
Use ZoomFX hardware extensions if available. | |
bool | m_bAutoStream |
Automatically stream all large buffers. | |
bool | m_bCacheBuffers |
Automatically cache buffers for reuse. | |
uint32 | m_n2DHardwareBufferMin |
Threshold at which software buffers are used instead of hardware. | |
uint32 | m_n3DHardwareBufferMin |
Threshold at which software buffers are used instead of hardware. | |
uint32 | m_n2DHardwareBufferMax |
Maximum amount of 2D hardware buffers to allow. | |
uint32 | m_n3DHardwareBufferMax |
Maximum amount of 3D hardware buffers to allow. | |
uint32 | m_n2DSoftwareBufferMax |
Maximum amount of 2D software buffers to allow. | |
uint32 | m_n3DSoftwareBufferMax |
Maximum amount of 3D software buffers to allow. | |
uint32 | m_nSegmentMax |
Maximum amount of segments to allow. | |
uint32 | m_nOptimalSampleBits |
Defines the optimal bit depth is for audio data. | |
uint32 | m_nOptimalSampleRate |
Defines the optimal sample rate is for audio data. | |
std::string | m_sWorkingPath |
Audio system default working path. More... | |
IAudioStreamFactory* | m_pAudioStreamFactory |
Allows overriding of the default disk-based file system. | |
IMusicCallback* | m_pMusicCallback |
Sets a music callback object for notification on specific music segment events. |
All initial audio manager options are set in this structure
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AudioMgrInit constructor automatically calls Clear() to initialize the structure. |
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Sets all members either to an appropriate default value if it exists, or else to zero. |
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Audio system default working path. Specifies the working directory for the audio system. If left blank, the audio manager will use the current working directory at the time of initialization. |