Classes¶
Audio
Brief descriptions¶
Classes |
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Detailed information¶
IAudioEngine¶
engine/core/modules/audio/include/nau/audio/audio_engine.hpp
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class IAudioEngine¶
Public Types
Public Functions
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virtual ~IAudioEngine() = default¶
Destructor.
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virtual void initialize() = 0¶
Initializes the audio engine.
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virtual void deinitialize() = 0¶
Deinitializes the audio engine.
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virtual void update() = 0¶
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virtual AudioAssetPtr loadSound(const eastl::string &path) = 0¶
Creates an audio asset from the file.
- Parameters:
path – [in] Path to the audio file.
- Returns:
A pointer to the created asset.
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virtual AudioAssetPtr loadStream(const eastl::string &path) = 0¶
Creates an audio asset from the streamed audio file.
Note
When a large audio file (e.g. a music track) is to be loaded, it is more efficent to stream it then to boldly load the entire file. When an audio file is streamed, it is loaded in pieces of 2 seconds length. If the audio is short, use standard loadSound function.
- Parameters:
path – [in] Path to the audio file to stream.
- Returns:
A pointer to the created asset.
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virtual AudioAssetContainerPtr createContainer(const eastl::string &name)¶
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virtual AudioAssetList audioAssets() = 0¶
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virtual AudioAssetContainerList containerAssets()¶
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virtual AudioAssetList assets()¶
Public Static Functions
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static std::unique_ptr<IAudioEngine> create(Backend backend)¶
Creates the audio engine and initializes the backend.
Warning
Currently only Miniaudio is supported.
- Parameters:
Identifier – [in] of the backend to initialize.
Private Members
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AudioAssetContainerList m_containers¶
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virtual ~IAudioEngine() = default¶
AudioService¶
engine/core/modules/audio/include/nau/audio/audio_service.hpp
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class AudioService : public IServiceInitialization, public IServiceShutdown¶
Public Functions
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async::Task initService() override¶
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async::Task shutdownService() override¶
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IAudioEngine &engine()¶
Private Members
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AudioEnginePtr m_engine¶
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async::Task initService() override¶
Subscribable¶
engine/core/modules/audio/include/nau/audio/audio_subscribable.hpp