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dEngine
Simple 2D C++ game engine
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#include <Sound.h>
Public Member Functions | |
| Sound (std::string filepath) | |
| Constructor. More... | |
| ~Sound () | |
| Destructor. More... | |
| void | LoadSound () |
| Loads sound into memory. More... | |
| void | PlaySound () |
| Plays the sound. More... | |
| void | StopSound () |
| Stops the sound from playing. More... | |
Private Member Functions | |
| void | SetupDevice () |
Private Attributes | |
| std::string | filePath |
| SDL_AudioDeviceID | m_device |
| SDL_AudioSpec | m_audioSpec |
| Uint8 * | m_waveStart |
| Uint32 | m_waveLength |
A Sound.
A sound is any audible event within the game, whether it be background music or a quick effect. Sounds are managed by the AudioManager and are loaded into and called from it.
| Sound::Sound | ( | std::string | filepath | ) |
Constructor.
Create a new sound
| filepath | The filepath to a wav file |
| Sound::~Sound | ( | ) |
Destructor.
Frees up resources allocated by sound
| void Sound::LoadSound | ( | ) |
Loads sound into memory.
| void Sound::PlaySound | ( | ) |
Plays the sound.
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private |
Referenced by LoadSound().
| void Sound::StopSound | ( | ) |
Stops the sound from playing.
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private |
Path to the sound's wave file
Referenced by LoadSound(), and Sound().
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The details of the sound itself to play
Referenced by LoadSound(), and SetupDevice().
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Id of the audio device to initiate playback on
Referenced by PlaySound(), SetupDevice(), StopSound(), and ~Sound().
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The length of the wave data
Referenced by LoadSound(), and PlaySound().
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private |
The start of the wave data
Referenced by LoadSound(), PlaySound(), and ~Sound().
1.8.13