deAudioSystem Class Reference

Audio System. More...

#include <deAudioSystem.h>

Inheritance diagram for deAudioSystem:
deBaseSystem

List of all members.

Public Member Functions

Constructors and Destructors
 deAudioSystem (deEngine *engine)
 Creates a new audio system linked to the given engine.
virtual ~deAudioSystem ()
 Cleans up the audio system.
Management
deBaseAudioModuleGetActiveModule () const
 Retrieves the activated audio module.
deMicrophoneGetActiveMicrophone () const
 Retrieves the active microphone.
void SetActiveMicrophone (deMicrophone *microphone)
 Sets the active microphone or NULL to unset it.
Runtime Functions

Run-Time functions can only be called if the audio system is running.

Otherwise those functions cause an exception.

void ProcessAudio ()
 Process audio.
void LoadWorld (deWorld *world)
 Creates the peer object for the given world using the active module and assigns it.
void LoadSound (deSound *sound)
 Creates the peer object for the given sound using the active module and assigns it.
void LoadSpeaker (deSpeaker *speaker)
 Creates the peer object for the given speaker using the active module and assigns it.
void LoadMicrophone (deMicrophone *microphone)
 Creates the peer object for the given microphone using the active module and assigns it.
void LoadComponent (deComponent *component)
 Creates the peer object for the given component using the active module and assigns it.
void LoadModel (deModel *model)
 Creates the peer object for the given model using the active module and assigns it.
void LoadSkin (deSkin *skin)
 Creates the peer object for the given skin using the active module and assigns it.
void LoadDecal (deDecal *decal)
 Creates the peer object for the given decal using the active module and assigns it.
Overloadables
virtual void SetActiveModule (deLoadableModule *module)
 Sets the active loadable module.
virtual void ClearPermanents ()
 Clears cross references and links that could lead to memory leaks.
virtual void PostStart ()
 Carry out here actions right after the system started up.
virtual void PreStop ()
 Carry out here actions right before the system shuts down.
Notifications
virtual void TexturePropertyMapChanged ()
 Texture property map changed.

Detailed Description

Audio System.

The Audio System is a single type system providing the output functions of the engine in the audio direction.

Author:
Plüss Roland
Version:
1.0
Date:
2008

Constructor & Destructor Documentation

deAudioSystem::deAudioSystem ( deEngine engine )

Creates a new audio system linked to the given engine.

virtual deAudioSystem::~deAudioSystem (  ) [virtual]

Cleans up the audio system.


Member Function Documentation

virtual void deAudioSystem::ClearPermanents (  ) [virtual]

Clears cross references and links that could lead to memory leaks.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

deMicrophone* deAudioSystem::GetActiveMicrophone (  ) const [inline]

Retrieves the active microphone.

deBaseAudioModule* deAudioSystem::GetActiveModule (  ) const [inline]

Retrieves the activated audio module.

void deAudioSystem::LoadComponent ( deComponent component )

Creates the peer object for the given component using the active module and assigns it.

void deAudioSystem::LoadDecal ( deDecal decal )

Creates the peer object for the given decal using the active module and assigns it.

void deAudioSystem::LoadMicrophone ( deMicrophone microphone )

Creates the peer object for the given microphone using the active module and assigns it.

void deAudioSystem::LoadModel ( deModel model )

Creates the peer object for the given model using the active module and assigns it.

void deAudioSystem::LoadSkin ( deSkin skin )

Creates the peer object for the given skin using the active module and assigns it.

void deAudioSystem::LoadSound ( deSound sound )

Creates the peer object for the given sound using the active module and assigns it.

void deAudioSystem::LoadSpeaker ( deSpeaker speaker )

Creates the peer object for the given speaker using the active module and assigns it.

void deAudioSystem::LoadWorld ( deWorld world )

Creates the peer object for the given world using the active module and assigns it.

virtual void deAudioSystem::PostStart (  ) [virtual]

Carry out here actions right after the system started up.

Reimplemented from deBaseSystem.

virtual void deAudioSystem::PreStop (  ) [virtual]

Carry out here actions right before the system shuts down.

Reimplemented from deBaseSystem.

void deAudioSystem::ProcessAudio (  )

Process audio.

void deAudioSystem::SetActiveMicrophone ( deMicrophone microphone )

Sets the active microphone or NULL to unset it.

virtual void deAudioSystem::SetActiveModule ( deLoadableModule module ) [virtual]

Sets the active loadable module.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

virtual void deAudioSystem::TexturePropertyMapChanged (  ) [virtual]

Texture property map changed.

Reimplemented from deBaseSystem.


The documentation for this class was generated from the following file: