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CL_SoundBuffer_Session provides control over a playing soundeffect. More...
Derived from:
none
Derived by:
none
Group: Sound (Audio Mixing)
#include <ClanLib/sound.h>
Construction:
Creates a soundbuffer session not attached to any object. |
Operators:
Copy operator |
Attributes:
Get Handle | |
Returns a pointer to the card on which the soundbuffer controlled is played/playing. | |
Returns the current position of the soundeffect | |
Returns the soundeffects relative position, compared to the total length of the soundeffect. | |
Sets the soundeffects position to 'new_pos'. | |
Sets the relative position of the soundeffect. | |
Returns the total length of the soundeffect played. | |
Returns the frequency of the soundeffect played. | |
Sets the frequency of the soundeffect played. | |
Returns the linear relative volume of the soundeffect. | |
Returns the current pan (in a measure from -1 -> 1). |
Operations:
Sets the volume of the soundeffect in a relative measure (0->1) | |
Sets the panning of the soundeffect played in measures from -1 -> 1 | |
Starts playback of the session. | |
Stops playback of the session. | |
Returns true if the session is playing | |
Determines whether this session should loop | |
Adds the sound filter to the session. See CL_SoundFilter for details. | |
Remove the sound filter from the session. See CL_SoundFilter for details. |
Detailed description:
Whenever a soundbuffer is played, it returns a CL_SoundBuffer_Session class, which can be used to control the sound (its volume, pitch, pan, position). It can of course also be used to retrigger the sound or to stop it. The soundeffect is stored in the layer1 soundmanager until all references to the sound played are removed, meaning that the soundeffect (session) will be ready to play and remember its state and settings (volume, frequency...) until no CL_SoundBuffer_Session refers to it, via a soundbuffer session reference system.