Classes | |
class | VirtualMachine::SoundBufferToAddYourSignal |
Defines the sound buffer to be mixed by SoundInterface::ProcessSoundInterupt(). More... | |
class | VirtualMachine::SoundInterface |
Virtual base class for any kind of object that need to generate a sound signal. You have to extend it and implement ProcessSoundInterupt(). (see exemple in VirtualMedia.cpp) For more informations, look VirtualMachine::EnableMediaSound(). More... | |
class | VirtualMachine::SoundBufferToAddYourSignal |
Defines the sound buffer to be mixed by SoundInterface::ProcessSoundInterupt(). More... | |
class | VirtualMachine::SoundInterface |
Virtual base class for any kind of object that need to generate a sound signal. You have to extend it and implement ProcessSoundInterupt(). (see exemple in VirtualMedia.cpp) For more informations, look VirtualMachine::EnableMediaSound(). More... | |
Functions | |
virtual float | VirtualMachine::GetPlayFrequency ()=0 |
Return the machine main play frequency, in herz, (tick per sec). | |
virtual void | VirtualMachine::EnableMediaSound (SoundInterface *_pNoisyObject, bool _enable=true) |
Register a SoundInterface object that will then generate a mixed sound through SoundInterface::ProcessSoundInterupt(). The sound will start instantly. if false, Unregister a media object previously registered with EnableMediaSound(,true). The sound stops instantly. Note, that if you choose to use the BaseObject implementation, class VirtualMedia will manage the sound in its own way, and you will not need to use this method. | |
virtual void | VirtualMachine::SetSoundCurrentTime (int _seconds, unsigned int _fraction)=0 |
force a date to the clock passed to the sound objects. | |
virtual void | VirtualMachine::SetSoundVolume (float _newVolumeValue)=0 |
tool: change main volume [0,1]. Yes, you can saturate when >1. | |
virtual float | VirtualMachine::GetSoundVolume ()=0 |
tool: get main volume value [0,1]. | |
virtual void | VirtualMachine::GetCurrentSoundBufferImage (float **const _ppSoundBuffer, unsigned int *_pLength) const =0 |
return an image of the current short sound buffer which is currently played. This is always a 2 float(stereo left,right) table. the play frequency of this sound signal is given by GetPlayFrequency() . The buffer size may vary in time and implementation, and this table is refresh on an undefined rate. It can be used by sound preview methods or live effects. | |
virtual void | VirtualMachine::ShutTheFuckUp () |
Now, AzurVeda virtual machine implements a very efficient BASS technology known as "ShutTheFuckUp" ! Yes, it will unregister all sound objects to silent the machine. |
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Register a SoundInterface object that will then generate a mixed sound through SoundInterface::ProcessSoundInterupt(). The sound will start instantly. if false, Unregister a media object previously registered with EnableMediaSound(,true). The sound stops instantly. Note, that if you choose to use the BaseObject implementation, class VirtualMedia will manage the sound in its own way, and you will not need to use this method.
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return an image of the current short sound buffer which is currently played. This is always a 2 float(stereo left,right) table. the play frequency of this sound signal is given by GetPlayFrequency() . The buffer size may vary in time and implementation, and this table is refresh on an undefined rate. It can be used by sound preview methods or live effects.
Implemented in OGLMachineWinDxSound, OGLMachineLinux, and VedaMachineDreamcast. |
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Return the machine main play frequency, in herz, (tick per sec).
Implemented in OGLMachineWinDxSound, OGLMachineLinux, and VedaMachineDreamcast. |
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tool: get main volume value [0,1].
Implemented in OGLMachineWinDxSound, OGLMachineLinux, and VedaMachineDreamcast. |
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force a date to the clock passed to the sound objects.
Implemented in OGLMachineWinDxSound, OGLMachineLinux, and VedaMachineDreamcast. |
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tool: change main volume [0,1]. Yes, you can saturate when >1.
Implemented in OGLMachineWinDxSound, OGLMachineLinux, and VedaMachineDreamcast. |
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Now, AzurVeda virtual machine implements a very efficient BASS technology known as "ShutTheFuckUp" ! Yes, it will unregister all sound objects to silent the machine.
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