7 #include "AudioEngine2.h" 31 CAudioSource2_ptr m_pAudioSource;
34 ParaAudioSource(CAudioSource2_ptr& pSource) : m_pAudioSource(pSource) {};
50 const char* GetName();
56 bool play2d(
bool toLoop);
64 bool play3d(
float x,
float y,
float z,
float soundstr,
bool toLoop);
74 void loop(
bool toLoop);
81 bool seek(
float seconds,
bool relative);
84 float getTotalAudioTime();
87 int getTotalAudioSize();
90 float getCurrentAudioTime();
93 int getCurrentAudioPosition();
100 bool isPlaying()
const;
103 bool isPaused()
const;
106 bool isStopped()
const;
109 bool isLooping()
const;
113 void setPosition(
float x,
float y,
float z);
117 void setVelocity(
float x,
float y,
float z);
122 void setDirection(
float x,
float y,
float z);
128 void setRolloffFactor(
float rolloff);
134 void setStrength(
float soundstrength);
139 void setMinDistance(
float minDistance);
144 void setMaxDistance(
float maxDistance);
149 void setPitch(
float pitch);
154 void setVolume(
float volume);
159 void setMinVolume(
float minVolume);
164 void setMaxVolume(
float maxVolume);
170 void setInnerConeAngle(
float innerAngle);
176 void setOuterConeAngle(
float outerAngle);
181 void setOuterConeVolume(
float outerVolume);
186 void move(
float x,
float y,
float z);
189 void getPosition(
float& x,
float& y,
float& z)
const;
192 void getVelocity(
float& x,
float& y,
float& z)
const;
195 void getDirection(
float& x,
float& y,
float& z)
const;
198 float getRolloffFactor()
const;
201 float getStrength()
const;
204 float getMinDistance()
const;
207 float getMaxDistance()
const;
210 float getPitch()
const;
213 float getVolume()
const;
216 float getMinVolume()
const;
219 float getMaxVolume()
const;
222 float getInnerConeAngle()
const;
225 float getOuterConeAngle()
const;
228 float getOuterConeVolume()
const;
235 class PE_CORE_DECL ParaAudio
240 static bool IsAudioEngineEnabled();
243 static void EnableAudioEngine(
bool bEnable);
249 static void SetVolume(
float fVolume);
254 static float GetVolume();
262 static ParaAudioSource Create(
const char* sName,
const char* sWavePath,
bool bStream);
273 static ParaAudioSource CreateGet(
const char* sName,
const char* sWavePath,
bool bStream);
290 static void SetDistanceModel(
int eDistModel);
303 static bool PlayWaveFile(
const char* szWavePath,
int nLoop);
304 static bool PlayWaveFile1(
const char* szWavePath);
308 static int PlayMidiMsg(DWORD dwMsg);
317 static bool StopWaveFile(
const char* szWavePath,
bool bImmediateStop);
318 static bool StopWaveFile1(
const char* szWavePath);
324 static bool ReleaseWaveFile(
const char* szWavePath);
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: PEtypes.h:507
It represents a 2D or 3D audio source object.
Definition: ParaScriptingAudio.h:28
for luabind, The main drawback of this approach is that the compilation time will increase for the fi...
Definition: luaSQLite.cpp:1971