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DI-Guy SDK Documentation
13.1
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#include <diguySoundInstance.h>
Public Member Functions | |
| const char * | get_name () |
| Returns: name of the sound used by the sound instance. More... | |
| const char * | get_type_name () |
| Returns: type name of the object; this value will never be NULL. More... | |
| int | play (double offset=0.0) |
| This function causes the sound to play immediately, starting from the specified time offset. More... | |
| int | get_is_playing () |
| Returns: 1 if the sound is playing; 0 if not. More... | |
| int | get_is_stopping () |
| Returns: 1 if the sound is stopping; 0 if not. More... | |
| int | stop (float rampdown_time=0.0f) |
| This function causes this sound to stop. More... | |
| int | set_automatic_destroy_flag () |
| This function causes the sound instance to be automatically deleted when the sound has completed. More... | |
| void | set_is_3d_sound_flag (int is_3d_sound_flag) |
| This function sets whether the sound is "ambient" (it will be equally audible from everywhere within the world), or "3d" (it will move with the character. More... | |
| int | get_is_3d_sound_flag () |
| Returns: 1 if the sound is 3d; 0 if not. More... | |
Private Functions | |
The functions and variables past this point are for internal use only. No external access to them is expected or necessary. | |
| bdiSoundInstance * | m_scripted_object |
| A pointer to internal data. More... | |
| bdiScenarioCharacter * | m_character |
| class | bdiScenarioCharacter |
| class | bdiSoundInstance |
| class | bdiSoundFactory |
| class | bdiSoundFactoryOpenAL |
| bdiSoundInstance * | get_scripted_object () |
| void | clear_scripted_object () |
| diguySoundInstance (bdiSoundInstance *scripted_object, bdiScenarioCharacter *character) | |
| A private constructor. More... | |
| virtual | ~diguySoundInstance () |
| A private destructor. More... | |
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private |
A private constructor.
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privatevirtual |
A private destructor.
| const char* diguySoundInstance::get_name | ( | ) |
Returns: name of the sound used by the sound instance.
Callable From:
| const char* diguySoundInstance::get_type_name | ( | ) |
Returns: type name of the object; this value will never be NULL.
Callable From:
| int diguySoundInstance::play | ( | double | offset = 0.0 | ) |
This function causes the sound to play immediately, starting from the specified time offset.
The sound will continue until it has completed, or it is stopped.
Returns:
0 on success, -1 on failure
Callable From:
| int diguySoundInstance::get_is_playing | ( | ) |
Returns: 1 if the sound is playing; 0 if not.
Callable From:
| int diguySoundInstance::get_is_stopping | ( | ) |
Returns: 1 if the sound is stopping; 0 if not.
Callable From:
| int diguySoundInstance::stop | ( | float | rampdown_time = 0.0f | ) |
This function causes this sound to stop.
It does not destroy the sound instance. The sound instance can be played again if desired.
| rampdown_time | how long to take fading out the sound |
** Returns:
0 on success, -1 on failure
Callable From:
| int diguySoundInstance::set_automatic_destroy_flag | ( | ) |
This function causes the sound instance to be automatically deleted when the sound has completed.
No further calls through the diguySoundInstance object can or should be made, so this function should only be called once all durations, reps, etc. have been set.
Returns:
0 on success, -1 on failure
Callable From:
| void diguySoundInstance::set_is_3d_sound_flag | ( | int | is_3d_sound_flag | ) |
This function sets whether the sound is "ambient" (it will be equally audible from everywhere within the world), or "3d" (it will move with the character.
| is_3d_sound_flag | pass 1 to make the sound 3d; pass 0 to make the sound ambient |
Callable From:
| int diguySoundInstance::get_is_3d_sound_flag | ( | ) |
Returns: 1 if the sound is 3d; 0 if not.
Callable From:
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inline |
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inlineprivate |
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friend |
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friend |
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friend |
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friend |
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private |
A pointer to internal data.
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private |