#include <sdlpp_sound.h>
Classes | |
struct | SoundClipState |
Public Member Functions | |
virtual void | shutdown () |
void | initialize (int freq, bool stereo) |
void | pause (bool state=true) |
void | clear (int duration=0) |
int | get_freq () const |
bool | is_stereo () const |
void | play (SoundClip clip, bool loop) |
void | play (SoundStream stream) |
SDL_AudioSpec * | get_audio_spec () |
Static Public Member Functions | |
static SoundManager * | instance (bool destroy=false) |
Friends | |
class | std::auto_ptr< SoundManager > |
Audio subsystem management singleton object Provides management, mixing and streaming functionality. It is initialized by the Application::init_audio function and then used automatically by SoundClip objects.
void SDLPP::SoundManager::clear | ( | int | duration = 0 |
) |
Remove all clips and silence all audio Optionally, a fade out can be selected, by specifying positive duration
int SDLPP::SoundManager::get_freq | ( | ) | const [inline] |
Returns the sampling frequency used. This may differ from what was requested in initialization, if the hardware does not support the requested frequency.
void SDLPP::SoundManager::initialize | ( | int | freq, | |
bool | stereo | |||
) |
Initialize audio system to 16 bit signed. Specify sampling frequency and mono/stereo.
static SoundManager* SDLPP::SoundManager::instance | ( | bool | destroy = false |
) | [inline, static] |
Returns a pointer to the sound management object
void SDLPP::SoundManager::pause | ( | bool | state = true |
) |
Stop all playback. Clips will continue from where they were when unpause is done.
void SDLPP::SoundManager::play | ( | SoundStream | stream | ) |
Send a stream for playback
void SDLPP::SoundManager::play | ( | SoundClip | clip, | |
bool | loop | |||
) |
Send a sound clip
void SDLPP::SoundManager::shutdown | ( | ) | [virtual] |
Destroys the sound management object. This is called automatically before program exit.
Implements SDLPP::Singleton.