Soloud
Soloud core class.
Static Members
LINC: Int
create(): Soloud
Returns |
---|
Soloud |
createFilterFunction(id: Int, createFunc: cpp.Callable<Function>, destroyFunc: cpp.Callable<Function>, filterFunc: cpp.Callable<Function>): Filter
Name | Type |
---|---|
id |
Int |
createFunc |
cpp.Callable |
destroyFunc |
cpp.Callable |
filterFunc |
cpp.Callable |
Returns |
---|
Filter |
Name | Type |
---|---|
id |
Int |
Instance Members
destroy(): Void
init(?flags: SoloudFlags = 0, ?backend: SoloudBackends = AUTO, ?samplerate: cpp.UInt32 = 0, ?bufferSize: cpp.UInt32 = 0, ?channels: cpp.UInt32 = 2): Result
Initialize SoLoud. Must be called before SoLoud can be used.
Name | Type | Default |
---|---|---|
flags |
SoloudFlags | 0 |
backend |
SoloudBackends | AUTO |
samplerate |
cpp.UInt32 | 0 |
bufferSize |
cpp.UInt32 | 0 |
channels |
cpp.UInt32 | 2 |
Returns |
---|
Result |
deinit(): Void
Deinitialize SoLoud. Must be called before shutting down.
getVersion(): cpp.UInt32
Query SoLoud version number (should equal to SOLOUD_VERSION macro)
Returns |
---|
cpp.UInt32 |
getErrorString(aErrorCode: SoloudErrors): cpp.ConstCharStar
Translate error number to an asciiz string
Name | Type |
---|---|
aErrorCode |
SoloudErrors |
Returns |
---|
cpp.ConstCharStar |
getBackendId(): SoloudBackends
Returns current backend ID (BACKENDS enum)
Returns |
---|
SoloudBackends |
getBackendString(): cpp.ConstCharStar
Returns current backend string. May be NULL.
Returns |
---|
cpp.ConstCharStar |
getBackendChannels(): cpp.UInt32
Returns current backend channel count (1 mono, 2 stereo, etc)
Returns |
---|
cpp.UInt32 |
getBackendSamplerate(): cpp.UInt32
Returns current backend sample rate
Returns |
---|
cpp.UInt32 |
getBackendBufferSize(): cpp.UInt32
Returns current backend buffer size
Returns |
---|
cpp.UInt32 |
setSpeakerPosition(aChannel: cpp.UInt32, aX: cpp.Float32, aY: cpp.Float32, aZ: cpp.Float32): Result
Set speaker position in 3d space
Name | Type |
---|---|
aChannel |
cpp.UInt32 |
aX |
cpp.Float32 |
aY |
cpp.Float32 |
aZ |
cpp.Float32 |
Returns |
---|
Result |
getSpeakerPosition(aChannel: cpp.UInt32, aX: cpp.Reference, aY: cpp.Reference, aZ: cpp.Reference): Result
Get speaker position in 3d space
Name | Type |
---|---|
aChannel |
cpp.UInt32 |
aX |
cpp.Reference |
aY |
cpp.Reference |
aZ |
cpp.Reference |
Returns |
---|
Result |
play(aSound: AudioSource, ?aVolume: cpp.Float32 = -1.0, ?aPan: cpp.Float32 = 0.0, ?aPaused: Bool = false, ?aBus: cpp.UInt32 = 0): Handle
Start playing a sound. Returns voice handle, which can be ignored or used to alter the playing sound's parameters. Negative volume means to use default.
Name | Type | Default |
---|---|---|
aSound |
AudioSource | |
aVolume |
cpp.Float32 | -1.0 |
aPan |
cpp.Float32 | 0.0 |
aPaused |
Bool | false |
aBus |
cpp.UInt32 | 0 |
Returns |
---|
Handle |
playClocked(aSoundTime: Time, aSound: AudioSource, ?aVolume: cpp.Float32 = -1.0, ?aPan: cpp.Float32 = 0.0, ?aBus: cpp.UInt32 = 0): Handle
Start playing a sound delayed in relation to other sounds called via this function. Negative volume means to use default.
Name | Type | Default |
---|---|---|
aSoundTime |
Time | |
aSound |
AudioSource | |
aVolume |
cpp.Float32 | -1.0 |
aPan |
cpp.Float32 | 0.0 |
aBus |
cpp.UInt32 | 0 |
Returns |
---|
Handle |
play3d(aSound: AudioSource, aPosX: cpp.Float32, aPosY: cpp.Float32, aPosZ: cpp.Float32, ?aVelX: cpp.Float32 = 0.0, ?aVelY: cpp.Float32 = 0.0, ?aVelZ: cpp.Float32 = 0.0, ?aVolume: cpp.Float32 = 1.0, ?aPaused: Bool = false, ?aBus: cpp.UInt32 = 0): Handle
Start playing a 3d audio source
Name | Type | Default |
---|---|---|
aSound |
AudioSource | |
aPosX |
cpp.Float32 | |
aPosY |
cpp.Float32 | |
aPosZ |
cpp.Float32 | |
aVelX |
cpp.Float32 | 0.0 |
aVelY |
cpp.Float32 | 0.0 |
aVelZ |
cpp.Float32 | 0.0 |
aVolume |
cpp.Float32 | 1.0 |
aPaused |
Bool | false |
aBus |
cpp.UInt32 | 0 |
Returns |
---|
Handle |
play3dClocked(aSoundTime: Time, aSound: AudioSource, aPosX: cpp.Float32, aPosY: cpp.Float32, aPosZ: cpp.Float32, ?aVelX: cpp.Float32 = 0.0, ?aVelY: cpp.Float32 = 0.0, ?aVelZ: cpp.Float32 = 0.0, ?aVolume: cpp.Float32 = 1.0, ?aBus: cpp.UInt32 = 0): Handle
Start playing a 3d audio source, delayed in relation to other sounds called via this function.
Name | Type | Default |
---|---|---|
aSoundTime |
Time | |
aSound |
AudioSource | |
aPosX |
cpp.Float32 | |
aPosY |
cpp.Float32 | |
aPosZ |
cpp.Float32 | |
aVelX |
cpp.Float32 | 0.0 |
aVelY |
cpp.Float32 | 0.0 |
aVelZ |
cpp.Float32 | 0.0 |
aVolume |
cpp.Float32 | 1.0 |
aBus |
cpp.UInt32 | 0 |
Returns |
---|
Handle |
playBackground(aSound: AudioSource, ?aVolume: cpp.Float32 = -1.0, ?aPaused: Bool = false, ?aBus: cpp.UInt32 = 0): Handle
Start playing a sound without any panning. It will be played at full volume.
Name | Type | Default |
---|---|---|
aSound |
AudioSource | |
aVolume |
cpp.Float32 | -1.0 |
aPaused |
Bool | false |
aBus |
cpp.UInt32 | 0 |
Returns |
---|
Handle |
Seek the audio stream to certain point in time. Some streams can't seek backwards. Relative play speed affects time.
Name | Type |
---|---|
aVoiceHandle |
Handle |
aSeconds |
Time |
Returns |
---|
Result |
Stop the sound.
Name | Type |
---|---|
aVoiceHandle |
Handle |
stopAll(): Void
Stop all voices.
stopAudioSource(aSound: AudioSource): Void
Stop all voices that play this sound source
Name | Type |
---|---|
aSound |
AudioSource |
countAudioSource(aSound: AudioSource): cpp.Int32
Count voices that play this audio source
Name | Type |
---|---|
aSound |
AudioSource |
Returns |
---|
cpp.Int32 |
setFilterParameter(aVoiceHandle: Handle, aFilterId: cpp.UInt32, aAttributeId: cpp.UInt32, aValue: cpp.Float32): Void
Set a live filter parameter. Use 0 for the global filters.
Name | Type |
---|---|
aVoiceHandle |
Handle |
aFilterId |
cpp.UInt32 |
aAttributeId |
cpp.UInt32 |
aValue |
cpp.Float32 |
getFilterParameter(aVoiceHandle: Handle, aFilterId: cpp.UInt32, aAttributeId: cpp.UInt32): cpp.Float32
Get a live filter parameter. Use 0 for the global filters.
Name | Type |
---|---|
aVoiceHandle |
Handle |
aFilterId |
cpp.UInt32 |
aAttributeId |
cpp.UInt32 |
Returns |
---|
cpp.Float32 |
fadeFilterParameter(aVoiceHandle: Handle, aFilterId: cpp.UInt32, aAttributeId: cpp.UInt32, aTo: cpp.Float32, aTime: Time): Void
Fade a live filter parameter. Use 0 for the global filters.
Name | Type |
---|---|
aVoiceHandle |
Handle |
aFilterId |
cpp.UInt32 |
aAttributeId |
cpp.UInt32 |
aTo |
cpp.Float32 |
aTime |
Time |
oscillateFilterParameter(aVoiceHandle: Handle, aFilterId: cpp.UInt32, aAttributeId: cpp.UInt32, aFrom: cpp.Float32, aTo: cpp.Float32, aTime: Time): Void
Oscillate a live filter parameter. Use 0 for the global filters.
Name | Type |
---|---|
aVoiceHandle |
Handle |
aFilterId |
cpp.UInt32 |
aAttributeId |
cpp.UInt32 |
aFrom |
cpp.Float32 |
aTo |
cpp.Float32 |
aTime |
Time |
Get current play time, in seconds.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
Time |
Get current sample position, in seconds.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
Time |
Get current pause state.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
Bool |
getVolume(aVoiceHandle: Handle): cpp.Float32
Get current volume.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
cpp.Float32 |
getOverallVolume(aVoiceHandle: Handle): cpp.Float32
Get current overall volume (set volume * 3d volume)
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
cpp.Float32 |
getPan(aVoiceHandle: Handle): cpp.Float32
Get current pan.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
cpp.Float32 |
getSamplerate(aVoiceHandle: Handle): cpp.Float32
Get current sample rate.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
cpp.Float32 |
Get current voice protection state.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
Bool |
getActiveVoiceCount(): cpp.UInt32
Get the current number of busy voices.
Returns |
---|
cpp.UInt32 |
getVoiceCount(): cpp.UInt32
Get the current number of voices in SoLoud
Returns |
---|
cpp.UInt32 |
Check if the handle is still valid, or if the sound has stopped.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
Bool |
getRelativePlaySpeed(aVoiceHandle: Handle): cpp.Float32
Get current relative play speed.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
cpp.Float32 |
getPostClipScaler(): cpp.Float32
Get current post-clip scaler value.
Returns |
---|
cpp.Float32 |
getGlobalVolume(): cpp.Float32
Get current global volume
Returns |
---|
cpp.Float32 |
getMaxActiveVoiceCount(): cpp.UInt32
Get current maximum active voice setting
Returns |
---|
cpp.UInt32 |
Query whether a voice is set to loop.
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
Bool |
Get voice loop point value
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
Time |
Set voice loop point value
Name | Type |
---|---|
aVoiceHandle |
Handle |
aLoopPoint |
Time |
Set voice's loop state
Name | Type |
---|---|
aVoiceHandle |
Handle |
aLooping |
Bool |
setMaxActiveVoiceCount(aVoiceCount: cpp.UInt32): Result
Set current maximum active voice setting
Name | Type |
---|---|
aVoiceCount |
cpp.UInt32 |
Returns |
---|
Result |
Set behavior for inaudible sounds
Name | Type |
---|---|
aVoiceHandle |
Handle |
aMustTick |
Bool |
aKill |
Bool |
setGlobalVolume(aVolume: cpp.Float32): Void
Set the global volume
Name | Type |
---|---|
aVolume |
cpp.Float32 |
setPostClipScaler(aScaler: cpp.Float32): Void
Set the post clip scaler value
Name | Type |
---|---|
aScaler |
cpp.Float32 |
Set the pause state
Name | Type |
---|---|
aVoiceHandle |
Handle |
aPause |
Bool |
Pause all voices
Name | Type |
---|---|
aPause |
Bool |
setRelativePlaySpeed(aVoiceHandle: Handle, aSpeed: cpp.Float32): Result
Set the relative play speed
Name | Type |
---|---|
aVoiceHandle |
Handle |
aSpeed |
cpp.Float32 |
Returns |
---|
Result |
Set the voice protection state
Name | Type |
---|---|
aVoiceHandle |
Handle |
aProtect |
Bool |
setSamplerate(aVoiceHandle: Handle, aSamplerate: cpp.Float32): Void
Set the sample rate
Name | Type |
---|---|
aVoiceHandle |
Handle |
aSamplerate |
cpp.Float32 |
setPan(aVoiceHandle: Handle, aPan: cpp.Float32): Void
Set panning value; -1 is left, 0 is center, 1 is right
Name | Type |
---|---|
aVoiceHandle |
Handle |
aPan |
cpp.Float32 |
setPanAbsolute(aVoiceHandle: Handle, aLVolume: cpp.Float32, aRVolume: cpp.Float32, ?aLBVolume: cpp.Float32 = 0, ?aRBVolume: cpp.Float32 = 0, ?aCVolume: cpp.Float32 = 0, ?aSVolume: cpp.Float32 = 0): Void
Set absolute left/right volumes
Name | Type | Default |
---|---|---|
aVoiceHandle |
Handle | |
aLVolume |
cpp.Float32 | |
aRVolume |
cpp.Float32 | |
aLBVolume |
cpp.Float32 | 0 |
aRBVolume |
cpp.Float32 | 0 |
aCVolume |
cpp.Float32 | 0 |
aSVolume |
cpp.Float32 | 0 |
setVolume(aVoiceHandle: Handle, aVolume: cpp.Float32): Void
Set overall volume
Name | Type |
---|---|
aVoiceHandle |
Handle |
aVolume |
cpp.Float32 |
setDelaySamples(aVoiceHandle: Handle, aSamples: cpp.UInt32): Void
Set delay, in samples, before starting to play samples. Calling this on a live sound will cause glitches.
Name | Type |
---|---|
aVoiceHandle |
Handle |
aSamples |
cpp.UInt32 |
fadeVolume(aVoiceHandle: Handle, aTo: cpp.Float32, aTime: Time): Void
Set up volume fader
Name | Type |
---|---|
aVoiceHandle |
Handle |
aTo |
cpp.Float32 |
aTime |
Time |
fadePan(aVoiceHandle: Handle, aTo: cpp.Float32, aTime: Time): Void
Set up panning fader
Name | Type |
---|---|
aVoiceHandle |
Handle |
aTo |
cpp.Float32 |
aTime |
Time |
fadeRelativePlaySpeed(aVoiceHandle: Handle, aTo: cpp.Float32, aTime: Time): Void
Set up relative play speed fader
Name | Type |
---|---|
aVoiceHandle |
Handle |
aTo |
cpp.Float32 |
aTime |
Time |
fadeGlobalVolume(aTo: cpp.Float32, aTime: Time): Void
Set up global volume fader
Name | Type |
---|---|
aTo |
cpp.Float32 |
aTime |
Time |
Schedule a stream to pause
Name | Type |
---|---|
aVoiceHandle |
Handle |
aTime |
Time |
Schedule a stream to stop
Name | Type |
---|---|
aVoiceHandle |
Handle |
aTime |
Time |
oscillateVolume(aVoiceHandle: Handle, aFrom: cpp.Float32, aTo: cpp.Float32, aTime: Time): Void
Set up volume oscillator
Name | Type |
---|---|
aVoiceHandle |
Handle |
aFrom |
cpp.Float32 |
aTo |
cpp.Float32 |
aTime |
Time |
oscillatePan(aVoiceHandle: Handle, aFrom: cpp.Float32, aTo: cpp.Float32, aTime: Time): Void
Set up panning oscillator
Name | Type |
---|---|
aVoiceHandle |
Handle |
aFrom |
cpp.Float32 |
aTo |
cpp.Float32 |
aTime |
Time |
oscillateRelativePlaySpeed(aVoiceHandle: Handle, aFrom: cpp.Float32, aTo: cpp.Float32, aTime: Time): Void
Set up relative play speed oscillator
Name | Type |
---|---|
aVoiceHandle |
Handle |
aFrom |
cpp.Float32 |
aTo |
cpp.Float32 |
aTime |
Time |
oscillateGlobalVolume(aFrom: cpp.Float32, aTo: cpp.Float32, aTime: Time): Void
Set up global volume oscillator
Name | Type |
---|---|
aFrom |
cpp.Float32 |
aTo |
cpp.Float32 |
aTime |
Time |
setGlobalFilter(aFilterId: cpp.UInt32, aFilter: Filter): Void
Set global filters. Set to NULL to clear the filter.
Name | Type |
---|---|
aFilterId |
cpp.UInt32 |
aFilter |
Filter |
Enable or disable visualization data gathering
Name | Type |
---|---|
aEnable |
Bool |
calcFFT(): cpp.Pointer<cpp.Float32>
Calculate and get 256 floats of FFT data for visualization. Visualization has to be enabled before use.
Returns |
---|
cpp.Pointer<cpp.Float32> |
getWave(): cpp.Pointer<cpp.Float32>
Get 256 floats of wave data for visualization. Visualization has to be enabled before use.
Returns |
---|
cpp.Pointer<cpp.Float32> |
getApproximateVolume(aChannel: cpp.UInt32): cpp.Float32
Get approximate output volume for a channel for visualization. Visualization has to be enabled before use.
Name | Type |
---|---|
aChannel |
cpp.UInt32 |
Returns |
---|
cpp.Float32 |
getLoopCount(aVoiceHandle: Handle): cpp.UInt32
Get current loop count. Returns 0 if is:Handle not valid. (All audio sources may not update loop count)
Name | Type |
---|---|
aVoiceHandle |
Handle |
Returns |
---|
cpp.UInt32 |
getInfo(aVoiceHandle: Handle, aInfoKey: cpp.UInt32): cpp.Float32
Get audiosource-specific information from a voice.
Name | Type |
---|---|
aVoiceHandle |
Handle |
aInfoKey |
cpp.UInt32 |
Returns |
---|
cpp.Float32 |
createVoiceGroup(): Handle
Create a voice group. Returns 0 if unable (out of voice groups / out of memory)
Returns |
---|
Handle |
Destroy a voice group.
Name | Type |
---|---|
aVoiceGroupHandle |
Handle |
Returns |
---|
Result |
Add a voice to:Handle a voice group
Name | Type |
---|---|
aVoiceGroupHandle |
Handle |
aVoiceHandle |
Handle |
Returns |
---|
Result |
Is this a:Handle valid voice group?
Name | Type |
---|---|
aVoiceGroupHandle |
Handle |
Returns |
---|
Bool |
Is this voice group empty?
Name | Type |
---|---|
aVoiceGroupHandle |
Handle |
Returns |
---|
Bool |
update3dAudio(): Void
Perform 3d audio parameter update
set3dSoundSpeed(aSpeed: cpp.Float32): Result
Set the speed of sound constant for doppler
Name | Type |
---|---|
aSpeed |
cpp.Float32 |
Returns |
---|
Result |
get3dSoundSpeed(): cpp.Float32
Get the current speed of sound constant for doppler
Returns |
---|
cpp.Float32 |
set3dListenerParameters(aPosX: cpp.Float32, aPosY: cpp.Float32, aPosZ: cpp.Float32, aAtX: cpp.Float32, aAtY: cpp.Float32, aAtZ: cpp.Float32, aUpX: cpp.Float32, aUpY: cpp.Float32, aUpZ: cpp.Float32, ?aVelocityX: cpp.Float32 = 0.0, ?aVelocityY: cpp.Float32 = 0.0, ?aVelocityZ: cpp.Float32 = 0.0): Void
Set 3d listener parameters
Name | Type | Default |
---|---|---|
aPosX |
cpp.Float32 | |
aPosY |
cpp.Float32 | |
aPosZ |
cpp.Float32 | |
aAtX |
cpp.Float32 | |
aAtY |
cpp.Float32 | |
aAtZ |
cpp.Float32 | |
aUpX |
cpp.Float32 | |
aUpY |
cpp.Float32 | |
aUpZ |
cpp.Float32 | |
aVelocityX |
cpp.Float32 | 0.0 |
aVelocityY |
cpp.Float32 | 0.0 |
aVelocityZ |
cpp.Float32 | 0.0 |
set3dListenerPosition(aPosX: cpp.Float32, aPosY: cpp.Float32, aPosZ: cpp.Float32): Void
Set 3d listener position
Name | Type |
---|---|
aPosX |
cpp.Float32 |
aPosY |
cpp.Float32 |
aPosZ |
cpp.Float32 |
set3dListenerAt(aAtX: cpp.Float32, aAtY: cpp.Float32, aAtZ: cpp.Float32): Void
Set 3d listener "at" vector
Name | Type |
---|---|
aAtX |
cpp.Float32 |
aAtY |
cpp.Float32 |
aAtZ |
cpp.Float32 |
set3dListenerUp(aUpX: cpp.Float32, aUpY: cpp.Float32, aUpZ: cpp.Float32): Void
set 3d listener "up" vector
Name | Type |
---|---|
aUpX |
cpp.Float32 |
aUpY |
cpp.Float32 |
aUpZ |
cpp.Float32 |
set3dListenerVelocity(aVelocityX: cpp.Float32, aVelocityY: cpp.Float32, aVelocityZ: cpp.Float32): Void
Set 3d listener velocity
Name | Type |
---|---|
aVelocityX |
cpp.Float32 |
aVelocityY |
cpp.Float32 |
aVelocityZ |
cpp.Float32 |
set3dSourceParameters(aVoiceHandle: Handle, aPosX: cpp.Float32, aPosY: cpp.Float32, aPosZ: cpp.Float32, ?aVelocityX: cpp.Float32 = 0.0, ?aVelocityY: cpp.Float32 = 0.0, ?aVelocityZ: cpp.Float32 = 0.0): Void
Set 3d audio source parameters
Name | Type | Default |
---|---|---|
aVoiceHandle |
Handle | |
aPosX |
cpp.Float32 | |
aPosY |
cpp.Float32 | |
aPosZ |
cpp.Float32 | |
aVelocityX |
cpp.Float32 | 0.0 |
aVelocityY |
cpp.Float32 | 0.0 |
aVelocityZ |
cpp.Float32 | 0.0 |
set3dSourcePosition(aVoiceHandle: Handle, aPosX: cpp.Float32, aPosY: cpp.Float32, aPosZ: cpp.Float32): Void
Set 3d audio source position
Name | Type |
---|---|
aVoiceHandle |
Handle |
aPosX |
cpp.Float32 |
aPosY |
cpp.Float32 |
aPosZ |
cpp.Float32 |
set3dSourceVelocity(aVoiceHandle: Handle, aVelocityX: cpp.Float32, aVelocityY: cpp.Float32, aVelocityZ: cpp.Float32): Void
Set 3d audio source velocity
Name | Type |
---|---|
aVoiceHandle |
Handle |
aVelocityX |
cpp.Float32 |
aVelocityY |
cpp.Float32 |
aVelocityZ |
cpp.Float32 |
set3dSourceMinMaxDistance(aVoiceHandle: Handle, aMinDistance: cpp.Float32, aMaxDistance: cpp.Float32): Void
Set 3d audio source min/max distance (distance < min means max volume)
Name | Type |
---|---|
aVoiceHandle |
Handle |
aMinDistance |
cpp.Float32 |
aMaxDistance |
cpp.Float32 |
set3dSourceAttenuation(aVoiceHandle: Handle, aAttenuationModel: cpp.UInt32, aAttenuationRolloffFactor: cpp.Float32): Void
Set 3d audio source attenuation parameters
Name | Type |
---|---|
aVoiceHandle |
Handle |
aAttenuationModel |
cpp.UInt32 |
aAttenuationRolloffFactor |
cpp.Float32 |
set3dSourceDopplerFactor(aVoiceHandle: Handle, aDopplerFactor: cpp.Float32): Void
Set 3d audio source doppler factor to reduce or enhance doppler effect. Default = 1.0
Name | Type |
---|---|
aVoiceHandle |
Handle |
aDopplerFactor |
cpp.Float32 |
mix(aBuffer: cpp.Pointer<cpp.Float32>, aSamples: cpp.UInt32): Void
Returns mixed samples:cpp.Float32 in buffer. Called by the back-end, or user with null driver.
Name | Type |
---|---|
aBuffer |
cpp.Pointer<cpp.Float32> |
aSamples |
cpp.UInt32 |
mixSigned16(aBuffer: cpp.Pointer<cpp.UInt16>, aSamples: cpp.UInt32): Void
Returns mixed 16-bit signed integer samples in buffer. Called by the back-end, or user with null driver.
Name | Type |
---|---|
aBuffer |
cpp.Pointer<cpp.UInt16> |
aSamples |
cpp.UInt32 |
Metadata
Name | Parameters |
---|---|
:include |
"linc_soloud.h" |