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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
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virtual void | start ()=0 |
| starts playing sound immediately
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virtual void | stop ()=0 |
| stops playing sound immediately
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virtual void | pause ()=0 |
| pauses playback
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virtual void | resume ()=0 |
| resumes playback after pausing
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virtual bool | isPaused () |
| tells if sound is paused
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virtual Sound & | setLooping (bool loopingOn) |
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virtual bool | isLooping () |
| tells if sound is looping
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virtual Sound & | setVolume (float level)=0 |
| returns this sound for chaining calls
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virtual float | getVolume () |
| get current volume level for this sound only
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virtual Sound & | setPitch (float pitchOffset)=0 |
| returns this sound for chaining calls
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virtual void | changePitch (float targetOffset, ms_delta msDuration, EasingFunc easing=easeInOutQuad)=0 |
| change the pitch level over time
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virtual Sound & | setOffsetX (int32 offsetX)=0 |
| returns this sound for chaining calls
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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
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virtual void | fadeOut (ms_delta fadeMs, EasingFunc easing=linearTween)=0 |
| Fade to zero volume and stop over the course of fadeMs milliseconds.
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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.
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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.
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virtual Sound & | skip (ms_delta skipMilliseconds)=0 |
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virtual Sound & | skipTo (ms_time timeMs)=0 |
| returns this sound for chaining calls
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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
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virtual void | removeHandler (IEventHandler *inHandler, long inType=all_events) |
| Remove a handler for some event type, or for all events if no type specified.
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virtual void | clear (bool doRelease=true) |
| remove all handlers
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virtual void | blockEvent (long inEventType) |
| temporarily ignore all events of a particular type, just drop them on the floor
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virtual void | unblockEvent (long inEventType) |
| stop ignoring events of a particular type, no recovery of previously ignored events
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| EventEmitter () |
| constructor for new event emitter
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virtual bool | postEvent (long inEventType, void *inEventData, EventEmitter *fromEmitter=0) |
| post an event for immediate handling locally, or relay it to the EventManger
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virtual void | addRef () const throw () |
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virtual void | release () const throw () |
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Sound A simple sound that can be played over your speakers