AudioSound

Inheritance:

Methods of AudioSound:

Methods of TypedReferenceCount:

Methods of TypedObject:

Methods of ReferenceCount:

Constants in AudioSound:

addDsp
virtual bool AudioSound::add_dsp(PointerTo< AudioDSP > x);

Undocumented function.

get3dAttributes
virtual void AudioSound::get_3d_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz);

Undocumented function.

get3dMaxDistance
virtual float AudioSound::get_3d_max_distance(void) const;

Controls the maximum distance (in units) that this sound stops falling off. The sound does not stop at that point, it just doesn't get any quieter. You should rarely need to adjust this. Default is 1000000000.0

get3dMinDistance
virtual float AudioSound::get_3d_min_distance(void) const;

Controls the distance (in units) that this sound begins to fall off. Also affects the rate it falls off. Default is 1.0 Closer/Faster, <1.0 Farther/Slower, >1.0

getActive
virtual bool AudioSound::get_active(void) const = 0;

inits to manager's state.

getBalance
virtual float AudioSound::get_balance(void) const = 0;

-1.0 is hard left
0.0 is centered 1.0 is hard right inits to 0.0.

getClassType
static TypeHandle AudioSound::get_class_type(void);

Undocumented function.

getFinishedEvent
virtual string const &AudioSound::get_finished_event(void) const = 0;

Set (or clear) the event that will be thrown when the sound finishes playing. To clear the event, pass an empty string.

getLoop
virtual bool AudioSound::get_loop(void) const = 0;

loop: false = play once; true = play forever. inits to false.

getLoopCount
virtual unsigned long int AudioSound::get_loop_count(void) const = 0;

loop_count: 0 = forever; 1 = play once; n = play n times. inits to 1.

getName
virtual string const &AudioSound::get_name(void) const = 0;

There is no set_name(), this is intentional.

getPlayRate
virtual float AudioSound::get_play_rate(void) const = 0;

play_rate is any positive float value. inits to 1.0.

getPriority
virtual int AudioSound::get_priority(void);

Undocumented function.

getSpeakerMix
virtual float AudioSound::get_speaker_mix(int speaker);

Undocumented function.

getTime
virtual float AudioSound::get_time(void) const = 0;

Control time position within the sound. This is similar (in concept) to the seek position within a file. time in seconds: 0 = beginning; length() = end. inits to 0.0.
- Unlike the other get_* and set_* calls for a sound, the
current time position will change while the sound is playing. To play the same sound from a time offset a second time, explicitly set the time position again. When looping, the second and later loops will start from the beginning of the sound.
- If a sound is playing, calling get_time() repeatedly will
return different results over time. e.g.: float percent_complete = s.get_time() / s.length();

getVolume
virtual float AudioSound::get_volume(void) const = 0;

0 = minimum; 1.0 = maximum. inits to 1.0.

length
virtual float AudioSound::length(void) const = 0;

return: playing time in seconds.

play
virtual void AudioSound::play(void) = 0;

For best compatability, set the loop_count, volume, and balance, prior to calling play(). You may set them while they're playing, but it's implementation specific whether you get the results.
- Calling play() a second time on the same sound before it is
finished will start the sound again (creating a skipping or stuttering effect).

removeDsp
virtual bool AudioSound::remove_dsp(PointerTo< AudioDSP > x);

Undocumented function.

set3dAttributes
virtual void AudioSound::set_3d_attributes(float px, float py, float pz, float vx, float vy, float vz);

Controls the position of this sound's emitter. px, py and pz are the emitter's position. vx, vy and vz are the emitter's velocity in UNITS PER SECOND (default: meters).

set3dMaxDistance
virtual void AudioSound::set_3d_max_distance(float dist);

Controls the maximum distance (in units) that this sound stops falling off. The sound does not stop at that point, it just doesn't get any quieter. You should rarely need to adjust this. Default is 1000000000.0

set3dMinDistance
virtual void AudioSound::set_3d_min_distance(float dist);

Controls the distance (in units) that this sound begins to fall off. Also affects the rate it falls off. Default is 1.0 Closer/Faster, <1.0 Farther/Slower, >1.0

setActive
virtual void AudioSound::set_active(bool flag = (1)) = 0;

inits to manager's state.

setBalance
virtual void AudioSound::set_balance(float balance_right = (0)) = 0;

-1.0 is hard left
0.0 is centered 1.0 is hard right inits to 0.0.

setFinishedEvent
virtual void AudioSound::set_finished_event(string const &event) = 0;

Set (or clear) the event that will be thrown when the sound finishes playing. To clear the event, pass an empty string.

setLoop
virtual void AudioSound::set_loop(bool loop = (1)) = 0;

loop: false = play once; true = play forever. inits to false.

setLoopCount
virtual void AudioSound::set_loop_count(unsigned long int loop_count = (1)) = 0;

loop_count: 0 = forever; 1 = play once; n = play n times. inits to 1.

setPlayRate
virtual void AudioSound::set_play_rate(float play_rate = (1)) = 0;

play_rate is any positive float value. inits to 1.0.

setPriority
virtual void AudioSound::set_priority(int priority);

Undocumented function.

setSpeakerMix
virtual void AudioSound::set_speaker_mix(float frontleft, float frontright, float center, float sub, float backleft, float backright, float sideleft, float sideright);

Undocumented function.

setTime
virtual void AudioSound::set_time(float start_time = (0)) = 0;

Control time position within the sound. This is similar (in concept) to the seek position within a file. time in seconds: 0 = beginning; length() = end. inits to 0.0.
- Unlike the other get_* and set_* calls for a sound, the
current time position will change while the sound is playing. To play the same sound from a time offset a second time, explicitly set the time position again. When looping, the second and later loops will start from the beginning of the sound.
- If a sound is playing, calling get_time() repeatedly will
return different results over time. e.g.: float percent_complete = s.get_time() / s.length();

setVolume
virtual void AudioSound::set_volume(float volume = (1)) = 0;

0 = minimum; 1.0 = maximum. inits to 1.0.

status
virtual AudioSound::SoundStatus AudioSound::status(void) const = 0;

Undocumented function.

stop
virtual void AudioSound::stop(void) = 0;

For best compatability, set the loop_count, volume, and balance, prior to calling play(). You may set them while they're playing, but it's implementation specific whether you get the results.
- Calling play() a second time on the same sound before it is
finished will start the sound again (creating a skipping or stuttering effect).

getClassType
static TypeHandle TypedReferenceCount::get_class_type(void);

Undocumented function.

getClassType
static TypeHandle TypedObject::get_class_type(void);

Undocumented function.

getType
virtual TypeHandle TypedObject::get_type(void) const = 0;

Derived classes should override this function to return get_class_type().

getTypeIndex
int TypedObject::get_type_index(void) const;

Description: Returns the internal index number associated with this object's TypeHandle, a unique number for each different type. This is equivalent to get_type().get_index().

isExactType
bool TypedObject::is_exact_type(TypeHandle handle) const;

Description: Returns true if the current object is the indicated type exactly.

isOfType
bool TypedObject::is_of_type(TypeHandle handle) const;

Description: Returns true if the current object is or derives from the indicated type.

getClassType
static TypeHandle ReferenceCount::get_class_type(void);

Undocumented function.

getRefCount
int ReferenceCount::get_ref_count(void) const;

Description: Returns the current reference count.

ref
void ReferenceCount::ref(void) const;

Description: Explicitly increments the reference count. User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.
This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.

testRefCountIntegrity
bool ReferenceCount::test_ref_count_integrity(void) const;

Description: Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise.

testRefCountNonzero
bool ReferenceCount::test_ref_count_nonzero(void) const;

Description: Does some easy checks to make sure that the reference count isn't zero, or completely bogus. Returns true if ok, false otherwise.

unref
bool ReferenceCount::unref(void) const;

Description: Explicitly decrements the reference count. Note that the object will not be implicitly deleted by unref() simply because the reference count drops to zero. (Having a member function delete itself is problematic; plus, we don't have a virtual destructor anyway.) However, see the helper function unref_delete().
User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.
This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.
The return value is true if the new reference count is nonzero, false if it is zero.