AudioSourceInstance
Static Members
create(): AudioSourceInstance
Returns |
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AudioSourceInstance |
Instance Members
mPlayIndex: cpp.UInt32
Play index; used to identify instances from handles
mLoopCount: cpp.UInt32
Loop count
mFlags: cpp.UInt32
Flags; see AudioSourceInstance::FLAGS
mPan: cpp.Float32
Pan value, for getPan()
mChannelVolume: cpp.Pointer<cpp.Float32>
Volume for each channel (panning)
mSetVolume: cpp.Float32
Set volume
mOverallVolume: cpp.Float32
Overall volume overall = set * 3d
mBaseSamplerate: cpp.Float32
Base samplerate; samplerate = base samplerate * relative play speed
mSamplerate: cpp.Float32
Samplerate; samplerate = base samplerate * relative play speed
mChannels: cpp.UInt32
Number of channels this audio source produces
mSetRelativePlaySpeed: cpp.Float32
Relative play speed; samplerate = base samplerate * relative play speed
mOverallRelativePlaySpeed: cpp.Float32
Overall relative plays peed; overall = set * 3d
mStreamTime: Time
How long this stream has played, in seconds.
mStreamPosition: Time
Position of this stream, in seconds.
mPanFader: Fader
Fader for the audio panning
mVolumeFader: Fader
Fader for the audio volume
mRelativePlaySpeedFader: Fader
Fader for the relative play speed
mPauseScheduler: Fader
Fader used to schedule pausing of the stream
mStopScheduler: Fader
Fader used to schedule stopping of the stream
mActiveFader: cpp.Int32
Affected by some fader
mCurrentChannelVolume: cpp.Pointer<cpp.Float32>
Current channel volumes, used to ramp the volume changes to avoid clicks
mAudioSourceID: cpp.UInt32
ID of the sound source that generated this instance
mBusHandle: cpp.UInt32
Handle of the bus this audio instance is playing on. 0 for root.
mFilter: cpp.Pointer<FilterInstance>
Filter pointer
mResampleData: cpp.Pointer<AlignedFloatBuffer>
Buffers for the resampler
mSrcOffset: cpp.UInt32
Sub-sample playhead; 16.16 fixed point
mLeftoverSamples: cpp.UInt32
Samples left over from earlier pass
mDelaySamples: cpp.UInt32
Number of samples to delay streaming
mLoopPoint: Time
When looping, start playing from this time
destroy(): Void
init(aSource: AudioSource, aPlayIndex: cpp.Int32): Void
Initialize instance. Mostly internal use.
Name | Type |
---|---|
aSource |
AudioSource |
aPlayIndex |
cpp.Int32 |
getAudio(aBuffer: cpp.Pointer<cpp.Float32>, aSamplesToRead: cpp.UInt32, aBufferSize: cpp.UInt32): cpp.UInt32
Get N samples from the stream to the buffer. Report samples written.
Name | Type |
---|---|
aBuffer |
cpp.Pointer<cpp.Float32> |
aSamplesToRead |
cpp.UInt32 |
aBufferSize |
cpp.UInt32 |
Returns |
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cpp.UInt32 |
hasEnded(): Bool
Has the stream ended?
Returns |
---|
Bool |
seek(aSeconds: Time, mScratch: cpp.Pointer<cpp.Float32>, mScratchSize: cpp.UInt32): Result
Seek to certain place in the stream. Base implementation is generic "tape" seek (and slow).
Name | Type |
---|---|
aSeconds |
Time |
mScratch |
cpp.Pointer<cpp.Float32> |
mScratchSize |
cpp.UInt32 |
Returns |
---|
Result |
rewind(): Result
Rewind stream. Base implementation returns NOT_IMPLEMENTED, meaning it can't rewind.
Returns |
---|
Result |
getInfo(aInfoKey: cpp.UInt32): cpp.Float32
Get information. Returns 0 by default.
Name | Type |
---|---|
aInfoKey |
cpp.UInt32 |
Returns |
---|
cpp.Float32 |