Sound class. More...
#include <deSound.h>
Public Member Functions | |
Constructors and Destructors | |
| deSound (deSoundManager *manager, const char *filename, int bytesPerSample, int sampleRate, int sampleCount, int channelCount, bool streaming) | |
| Creates a new sound object. | |
| virtual | ~deSound () |
| Cleans up the sound object. | |
Management | |
| int | GetBytesPerSample () const |
| Retrieves the bytes per sample. | |
| int | GetSampleCount () const |
| Retrieves the number of samples. | |
| int | GetChannelCount () const |
| Retrieves the number of channels. | |
| char * | GetSamples () const |
| Retrieves the samples data if non-streaming or NULL if streaming. | |
| int | GetSampleRate () const |
| Retrieves the sample rate. | |
| float | GetPlayTime () const |
| Retrieves the play time in seconds. | |
| bool | GetStreaming () const |
| Determines if the sound source is a streaming sound. | |
System Peers | |
| deBaseAudioSound * | GetAudioSound () const |
| Retrieves the audio system peer object. | |
| void | SetAudioSound (deBaseAudioSound *audSound) |
| Sets the audio system peer object. | |
Sound class.
Stores a sound. Sounds are PCM samples used to play short sound effects once or in a loop. Sounds can be placed in scenes with spatial location or in a world or microphone to play directly. Sounds contain also various parameters determining how the sound is played back. The sample data is interleaved if more than one channel is used. The sample count indicates the total number of samples not grouping by channels.
Sounds can be of streaming or non-streaming type. For non-streaming sounds the pcm data is loaded into a memory buffer shared among all speakers using this sound. This is the best choice for small sound files which do not require a lot of memory or are played by many speakers. For streaming sounds there no memory buffer is held. Speakers using this sound use a Sound Decoder object to retrieve the sound data. This is the best choice for large sound files or sound files which are played scarcly and not use in many different speakers at the same time.
| deSound::deSound | ( | deSoundManager * | manager, |
| const char * | filename, | ||
| int | bytesPerSample, | ||
| int | sampleRate, | ||
| int | sampleCount, | ||
| int | channelCount, | ||
| bool | streaming | ||
| ) |
Creates a new sound object.
| virtual deSound::~deSound | ( | ) | [virtual] |
Cleans up the sound object.
| deBaseAudioSound* deSound::GetAudioSound | ( | ) | const [inline] |
Retrieves the audio system peer object.
| int deSound::GetBytesPerSample | ( | ) | const [inline] |
Retrieves the bytes per sample.
| int deSound::GetChannelCount | ( | ) | const [inline] |
Retrieves the number of channels.
| float deSound::GetPlayTime | ( | ) | const [inline] |
Retrieves the play time in seconds.
| int deSound::GetSampleCount | ( | ) | const [inline] |
Retrieves the number of samples.
| int deSound::GetSampleRate | ( | ) | const [inline] |
Retrieves the sample rate.
| char* deSound::GetSamples | ( | ) | const [inline] |
Retrieves the samples data if non-streaming or NULL if streaming.
| bool deSound::GetStreaming | ( | ) | const [inline] |
Determines if the sound source is a streaming sound.
| void deSound::SetAudioSound | ( | deBaseAudioSound * | audSound ) |
Sets the audio system peer object.
1.7.2