|
| virtual void | play (float vol=1.0, int32 offsetX=0, float pitch=0.0, ms_time fromMs=0, ms_delta lenMs=-1)=0 |
| | plays sound immediately
|
| |
| virtual void | start ()=0 |
| | starts playing sound immediately
|
| |
| virtual void | stop ()=0 |
| | stops playing sound immediately
|
| |
| virtual void | pause ()=0 |
| | pauses playback
|
| |
| virtual void | resume ()=0 |
| | resumes playback after pausing
|
| |
| virtual bool | isPaused () |
| | tells if sound is paused
|
| |
| virtual Sound & | setLooping (bool loopingOn) |
| |
| virtual bool | isLooping () |
| | tells if sound is looping
|
| |
| virtual Sound & | setVolume (float level)=0 |
| | returns this sound for chaining calls
|
| |
| virtual float | getVolume () |
| | get current volume level for this sound only
|
| |
| virtual Sound & | setPitch (float pitchOffset)=0 |
| | returns this sound for chaining calls
|
| |
| virtual void | changePitch (float targetOffset, ms_delta msDuration, EasingFunc easing=easeInOutQuad)=0 |
| | change the pitch level over time
|
| |
| virtual Sound & | setOffsetX (int32 offsetX)=0 |
| | returns this sound for chaining calls
|
| |
| virtual void | changeOffsetX (int32 targetOffset, ms_delta msDuration, EasingFunc easing=linearTween)=0 |
| | change the X offset from the center of the screen over time //! returns this sound for chaining calls
|
| |
| virtual void | fadeOut (ms_delta fadeMs, EasingFunc easing=linearTween)=0 |
| | Fade to zero volume and stop over the course of fadeMs milliseconds.
|
| |
| virtual void | fadeIn (ms_delta fadeMs, EasingFunc easing=linearTween)=0 |
| | Fade in to full volume over fadeMs milliseconds. If the sound was not already playing, start it.
|
| |
| virtual void | changeVolume (float level, ms_delta fadeMs, EasingFunc easing=linearTween)=0 |
| | Fade up or down to reach a new volume level over fadeMs milliseconds. If the sound was not already playing, start it.
|
| |
| virtual Sound & | skip (ms_delta skipMilliseconds)=0 |
| |
| virtual Sound & | skipTo (ms_time timeMs)=0 |
| | returns this sound for chaining calls
|
| |
| virtual void | addHandler (IEventHandler *inHandler, long inType=all_events) |
| | add a new handler for some event type, or for all events if no type specified
|
| |
| virtual void | removeHandler (IEventHandler *inHandler, long inType=all_events) |
| | Remove a handler for some event type, or for all events if no type specified.
|
| |
| virtual void | clear (bool doRelease=true) |
| | remove all handlers
|
| |
| virtual void | blockEvent (long inEventType) |
| | temporarily ignore all events of a particular type, just drop them on the floor
|
| |
| virtual void | unblockEvent (long inEventType) |
| | stop ignoring events of a particular type, no recovery of previously ignored events
|
| |
| | EventEmitter () |
| | constructor for new event emitter
|
| |
| virtual bool | postEvent (long inEventType, void *inEventData, EventEmitter *fromEmitter=0) |
| | post an event for immediate handling locally, or relay it to the EventManger
|
| |
| virtual void | addRef () const throw () |
| |
| virtual void | release () const throw () |
| |
Sound A simple sound that can be played over your speakers