Bring some sound into the games created with TurtleBrains using a very simple fire and forget AudioManager. More...
Classes | |
class | AudioController |
class | AudioManager |
Typedefs | |
typedef tbCore::uint32 | AudioHandle |
typedef tbCore::uint32 | AudioChannel |
Variables | |
const AudioHandle | kInvalidAudio |
const AudioChannel | kInvalidChannel |
AudioManager & | theAudioManager |
TODO: TIM: Documentation: This is still early in development and the Audio framework is still being designed.
This represents an audio channel, although the concept may become hidden behind a deeper wall as this is really an implementation detail of TurtleBrains.
An AudioHandle is a unique value for each unique sound created with the AudioManager. Use the handle to access the sound properties and to destroy any resources associated.
const AudioHandle TurtleBrains::Audio::kInvalidAudio |
This will be returned or set for audio handles that are invalid or not loaded.
const AudioChannel TurtleBrains::Audio::kInvalidChannel |
Represents an unused or invalid channel. The concept may become hidden as this is really an implementation detail of TurtleBrains.
AudioManager& TurtleBrains::Audio::theAudioManager |
Instead of creating your own AudioManager object, this is a way to access it as a singleton. This may turn into a pointer to the object, although the SoundManager API will remain the same.