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SND_IScene Class Reference

SND_IScene contains all soundobjects, and manages them. More...

#include <SND_IScene.h>

Inheritance diagram for SND_IScene:

OpenALScene List of all members.

Public Methods

 SND_IScene ()
virtual ~SND_IScene ()
virtual void proceed (double curtime,double deltatime) = 0
 each frame, a proceed will be called, that updates all soundobjects (position, volume, start/stop sound etc.).

virtual bool init () = 0
 initialize the sound scene and soundlibrary.

virtual void exit () = 0
 terminate the sound scene and soundlibrary.

virtual void addObject (SND_SoundObject* object) = 0
 add a soundobject to the scene.

virtual void removeObject (SND_SoundObject* object) = 0
 remove a soundobject to the scene, when it is playing, stop it.

virtual SND_SoundListenergetListener () = 0
virtual void SetListenerPosition (const MT_Point3& pos) = 0

Detailed Description

SND_IScene contains all soundobjects, and manages them.

A specific soundscene will make a connection to a lowlevel (hardware) soundlibrary like OpenAL or FMod

Definition at line 21 of file SND_IScene.h.


Constructor & Destructor Documentation

SND_IScene::SND_IScene ( ) [inline]
 

Definition at line 24 of file SND_IScene.h.

SND_IScene::~SND_IScene ( ) [inline, virtual]
 

Definition at line 25 of file SND_IScene.h.


Member Function Documentation

virtual void SND_IScene::SetListenerPosition ( const MT_Point3 & pos ) [pure virtual]
 

Reimplemented in OpenALScene.

Referenced by ExampleEngine::MainLoopCallback().

void SND_IScene::addObject ( SND_SoundObject * object ) [pure virtual]
 

add a soundobject to the scene.

Reimplemented in OpenALScene.

Referenced by CreateSampleLogic().

void SND_IScene::exit ( ) [pure virtual]
 

terminate the sound scene and soundlibrary.

Reimplemented in OpenALScene.

virtual SND_SoundListener* SND_IScene::getListener ( ) [pure virtual]
 

Reimplemented in OpenALScene.

bool SND_IScene::init ( ) [pure virtual]
 

initialize the sound scene and soundlibrary.

Reimplemented in OpenALScene.

Referenced by CreateSoundScene().

void SND_IScene::proceed ( double curtime,
double deltatime ) [pure virtual]
 

each frame, a proceed will be called, that updates all soundobjects (position, volume, start/stop sound etc.).

Reimplemented in OpenALScene.

Referenced by KX_KetsjiEngine::MainLoopCallback(), and ExampleEngine::MainLoopCallback().

void SND_IScene::removeObject ( SND_SoundObject * object ) [pure virtual]
 

remove a soundobject to the scene, when it is playing, stop it.

Reimplemented in OpenALScene.


The documentation for this class was generated from the following file:
Generated at Thu Feb 1 13:04:01 2001 for Ketsji Game Engine by doxygen1.2.3 written by Dimitri van Heesch, © 1997-2000