SFXProfile Class Reference#include <sfxProfile.h>
Inheritance diagram for SFXProfile: ![]() Detailed DescriptionThe SFXProfile is used to define a sound for playback.A few tips: Make sure each of the defined SFXProfile's fileName doesn't specify an extension. An extension does not need to be specified and by not explicitly saying .ogg or .wav it will allow you to change from one format to the other without having to change the scripts. Make sure that server SFXProfiles are defined with the datablock keyword, and that client SFXProfiles are defined with the 'new' keyword. Make sure SFXDescriptions exist for your SFXProfiles. Also make sure that SFXDescriptions are defined BEFORE SFXProfiles. This is especially important if your SFXProfiles are located in different files than your SFXDescriptions. In this case, make sure the files containing SFXDescriptions are exec'd before the files containing the SFXProfiles.
Member Typedef Documentation
Reimplemented from SimDataBlock.
Constructor & Destructor Documentation
This is only here to allow DECLARE_CONOBJECT to create us from script. You shouldn't use this constructor from C++.
The constructor.
The destructor.
Member Function Documentation
Called when the buffer needs to be preloaded.
Callback for device events.
Register dynamic fields in a subclass of ConsoleObject.
Reimplemented from SimObject.
Reimplemented from SimDataBlock.
Reimplemented from SimDataBlock.
Returns the sound filename.
Reimplemented from SimDataBlock.
Returns the description object for this sound profile.
Returns the sound resource loading it from disk if it hasn't been preloaded.
Returns the device buffer for this for this sound. It will load it from disk if it has not been created already.
Gets the sound duration in milliseconds or returns 0 if the resource was not found.
Friends And Related Function Documentation
Member Data Documentation
Used on the client side during onAdd.
The sound data.
The description which controls playback settings.
The sound filename. If no extension is specified the system will try .wav first then other formats.
If true the sound data will be loaded from disk and possibly cached with the active device before the first call for playback.
The device specific data buffer.
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