Unit CastleSoundEngine

DescriptionUsesClasses, Interfaces, Objects and RecordsFunctions and ProceduresTypesConstantsVariables

Description

3D sound engine (TSoundEngine and TRepoSoundEngine).

Uses

Overview

Classes, Interfaces, Objects and Records

Name Description
Class ESoundBufferNotLoaded  
Class TSoundBuffersCache  
Class TSoundDevice  
Class TSoundEngine OpenAL sound engine.
Class TSoundInfo Sound information, internally used by TRepoSoundEngine.
Class TRepoSoundEngine Sound engine that keeps a repository of sounds, defined in a nice XML file.
Class TMusicPlayer Music player, to easily play a sound preloaded by TRepoSoundEngine.

Functions and Procedures

function SoundEngine: TRepoSoundEngine;

Types

TSoundBuffer = CastleSoundAllocator.TSoundBuffer;
TSound = CastleSoundAllocator.TSound;
TSoundList = CastleSoundAllocator.TSoundList;
TSoundDistanceModel = (...);
TSoundBuffersCacheList = specialize TFPGObjectList<TSoundBuffersCache>;
TSoundDeviceList = specialize TFPGObjectList<TSoundDevice>;
TSoundType = Cardinal;
TSoundInfoList = specialize TFPGObjectList<TSoundInfo>;

Constants

stNone = 0;
MaxSoundImportance = MaxInt;
LevelEventSoundImportance = 100000;
PlayerSoundImportance = 10000;
DefaultCreatureSoundImportance = 1000;
MinorNonSpatialSoundImportance = 100;

Variables

stPlayerInteractFailed:TSoundType;
stPlayerPickItem:TSoundType;
stPlayerDropItem:TSoundType;
stPlayerSwimming:TSoundType;
stPlayerDrowning:TSoundType;
stPlayerFootstepsDefault:TSoundType;
stPlayerToxicPain:TSoundType;
stPlayerSuddenPain:TSoundType;
stPlayerDies:TSoundType;
stPlayerSwimmingChange:TSoundType;
stMenuCurrentItemChanged:TSoundType;
stMenuClick:TSoundType;
IgnoreAllMissingSounds: boolean;

Description

Functions and Procedures

function SoundEngine: TRepoSoundEngine;

The sound engine. Singleton instance of TRepoSoundEngine, the most capable engine class. Created on first call to this function.

Types

TSoundBuffer = CastleSoundAllocator.TSoundBuffer;
 
TSound = CastleSoundAllocator.TSound;
 
TSoundList = CastleSoundAllocator.TSoundList;
 
TSoundDistanceModel = (...);
 
Values
  • dmNone:  
  • dmInverseDistance:  
  • dmInverseDistanceClamped:  
  • dmLinearDistance:  
  • dmLinearDistanceClamped:  
  • dmExponentDistance:  
  • dmExponentDistanceClamped:  
TSoundBuffersCacheList = specialize TFPGObjectList<TSoundBuffersCache>;
 
TSoundDeviceList = specialize TFPGObjectList<TSoundDevice>;
 
TSoundType = Cardinal;

Unique sound type identifier for sounds used within TRepoSoundEngine.

This is actually just an index to TRepoSoundEngine.SoundNames array, but you should always treat this as an opaque type.

TSoundInfoList = specialize TFPGObjectList<TSoundInfo>;
 

Constants

stNone = 0;

Special sound type that indicates that there is actually no sound. TRepoSoundEngine.Sound and TRepoSoundEngine.Sound3D will do nothing when called with this sound type.

MaxSoundImportance = MaxInt;
 
LevelEventSoundImportance = 100000;
 
PlayerSoundImportance = 10000;
 
DefaultCreatureSoundImportance = 1000;
 
MinorNonSpatialSoundImportance = 100;
 

Variables

stPlayerInteractFailed:TSoundType;

Player sounds.

stPlayerPickItem:TSoundType;

Player sounds.

stPlayerDropItem:TSoundType;

Player sounds.

stPlayerSwimming:TSoundType;

Player sounds.

stPlayerDrowning:TSoundType;

Player sounds.

stPlayerFootstepsDefault:TSoundType;

Player sounds.

stPlayerToxicPain:TSoundType;

Player sounds.

stPlayerSuddenPain:TSoundType;

Player sounds.

stPlayerDies:TSoundType;

Player sounds.

stPlayerSwimmingChange:TSoundType;

Player sounds.

stMenuCurrentItemChanged:TSoundType;

Sounds used by TCastleOnScreenMenu.

stMenuClick:TSoundType;

Sounds used by TCastleOnScreenMenu.

IgnoreAllMissingSounds: boolean;

Should TRepoSoundEngine.SoundFromName ignore (return stNone) all missing sounds. This works like RaiseError parameter for TRepoSoundEngine.SoundFromName was True. It's a debug feature, useful if you load resources but don't really plan to play their sounds, don't depend on it in your games.


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