Public Member Functions

sp::audio::OpenALSound Class Reference

#include <spOpenALSound.hpp>

Inheritance diagram for sp::audio::OpenALSound:
sp::audio::Sound

List of all members.

Public Member Functions

 OpenALSound ()
 ~OpenALSound ()
bool reload (const io::stringc &Filename, u8 BufferCount=DEF_SOUND_BUFFERCOUNT)
void close ()
void play ()
 Starts playing the sound. The sound will be played from the beginning.
void pause (bool Paused=true)
 Pauses (if "Paused" is true) or resumes (if "Paused" if false) the sound.
void stop ()
 Stops playing the sound.
void emit2D (f32 Volume=1.0f, bool UseEffectSlot=true)
 Emits a 2D sound with the specified volume. Use this for short sound samples.
void emit3D (const dim::vector3df &Point, f32 Volume=1.0f, bool UseEffectSlot=true)
 Emits a 3D sound with the specified volume. Use this for short, volumetric sound samples.
void setSeek (f32 Seek)
f32 getSeek () const
void setVolume (f32 Volume)
void setSpeed (f32 Speed)
void setBalance (f32 Balance)
void setLoop (bool Enable)
 Enables or disables loop playback mode. If true the sound will played for ever. By default false.
bool playing () const
 Returns true if this sound is currenlty playing.
bool finish () const
 Returns true if the sound has reached the end.
f32 getLength () const
 Returns the length of the sound (in seconds).
bool valid () const
 Returns true if the object is a valid sound. Otherwise no sound file has been loaded or could not load.
void setPosition (const dim::vector3df &Position)
 Sets the 3D global position of that sound. Only for volumetric sounds.
void setVelocity (const dim::vector3df &Veclotiy)
 Sets the 3D global velocity of that sound. Only for volumetric sound and sound systems which support the 'doppler' effect.
void setVolumetric (bool isVolumetric)
void setVolumetricRadius (f32 Radius)

Constructor & Destructor Documentation

sp::audio::OpenALSound::OpenALSound (  ) 
sp::audio::OpenALSound::~OpenALSound (  ) 

Member Function Documentation

void sp::audio::OpenALSound::close (  )  [virtual]

Implements sp::audio::Sound.

void sp::audio::OpenALSound::emit2D ( f32  Volume = 1.0f,
bool  UseEffectSlot = true 
) [virtual]

Emits a 2D sound with the specified volume. Use this for short sound samples.

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::emit3D ( const dim::vector3df Point,
f32  Volume = 1.0f,
bool  UseEffectSlot = true 
) [virtual]

Emits a 3D sound with the specified volume. Use this for short, volumetric sound samples.

Reimplemented from sp::audio::Sound.

bool sp::audio::OpenALSound::finish (  )  const [virtual]

Returns true if the sound has reached the end.

Reimplemented from sp::audio::Sound.

f32 sp::audio::OpenALSound::getLength (  )  const [virtual]

Returns the length of the sound (in seconds).

Implements sp::audio::Sound.

f32 sp::audio::OpenALSound::getSeek (  )  const [virtual]

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::pause ( bool  Paused = true  )  [virtual]

Pauses (if "Paused" is true) or resumes (if "Paused" if false) the sound.

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::play (  )  [virtual]

Starts playing the sound. The sound will be played from the beginning.

Reimplemented from sp::audio::Sound.

bool sp::audio::OpenALSound::playing (  )  const [virtual]

Returns true if this sound is currenlty playing.

Reimplemented from sp::audio::Sound.

bool sp::audio::OpenALSound::reload ( const io::stringc Filename,
u8  BufferCount = DEF_SOUND_BUFFERCOUNT 
) [virtual]

Implements sp::audio::Sound.

void sp::audio::OpenALSound::setBalance ( f32  Balance  )  [virtual]

Sets the balance of the sound.

Parameters:
Balance,: Specifies the balance between two sound-output devices (the sound boxes). Must lie between -1.0 (left) and 1.0 (right). By default 0.0 (in the middle, both boxes have the same volume).

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setLoop ( bool  Enable  )  [virtual]

Enables or disables loop playback mode. If true the sound will played for ever. By default false.

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setPosition ( const dim::vector3df Position  )  [virtual]

Sets the 3D global position of that sound. Only for volumetric sounds.

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setSeek ( f32  Seek  )  [virtual]

Sets the seek or status of the sound. To use this function "play" needs not to be called.

Parameters:
Seek,: Specifies the status. Must lie between 0.0 and 1.0.

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setSpeed ( f32  Speed  )  [virtual]

Sets the speed or frequency of the sound.

Parameters:
Speed,: Specifies the speed. Must lie between 0.0 (slow, where with 0.0 the sound stops to play and 2.0 (fast). By default 1.0 (normal). Backwards playing is not possible!

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setVelocity ( const dim::vector3df Veclotiy  )  [virtual]

Sets the 3D global velocity of that sound. Only for volumetric sound and sound systems which support the 'doppler' effect.

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setVolume ( f32  Volume  )  [virtual]

Sets the volume of the sound.

Parameters:
Volume,: Specifies the volume for the sound. Must lie between 0.0 (quiet) and 1.0 (loud). By default 1.0.

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setVolumetric ( bool  isVolumetric  )  [virtual]

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::setVolumetricRadius ( f32  Radius  )  [virtual]

Reimplemented from sp::audio::Sound.

void sp::audio::OpenALSound::stop (  )  [virtual]

Stops playing the sound.

Reimplemented from sp::audio::Sound.

bool sp::audio::OpenALSound::valid (  )  const [virtual]

Returns true if the object is a valid sound. Otherwise no sound file has been loaded or could not load.

Implements sp::audio::Sound.


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