#include <SND_IScene.h>
Inheritance diagram for SND_IScene:

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_SoundListener* | getListener () = 0 |
| virtual void | SetListenerPosition (const MT_Point3& pos) = 0 |
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.
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Definition at line 24 of file SND_IScene.h. |
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Definition at line 25 of file SND_IScene.h. |
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Reimplemented in OpenALScene. Referenced by ExampleEngine::MainLoopCallback(). |
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add a soundobject to the scene.
Reimplemented in OpenALScene. Referenced by CreateSampleLogic(). |
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terminate the sound scene and soundlibrary.
Reimplemented in OpenALScene. |
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Reimplemented in OpenALScene. |
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initialize the sound scene and soundlibrary.
Reimplemented in OpenALScene. Referenced by CreateSoundScene(). |
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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(). |
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remove a soundobject to the scene, when it is playing, stop it.
Reimplemented in OpenALScene. |
1.2.3 written by Dimitri van Heesch,
© 1997-2000