CUGL
Cornell University Game Library
Public Types | Public Member Functions | Static Public Member Functions | List of all members
cugl::AudioEngine Class Reference

#include <CUAudioEngine.h>

Public Types

enum  State { State::INACTIVE, State::PLAYING, State::PAUSED }
 

Public Member Functions

void playMusic (const std::shared_ptr< Music > &music, bool loop=false, float volume=-1.0f, float fade=0.0f)
 
const MusiccurrentMusic () const
 
State getMusicState () const
 
bool isMusicLoop () const
 
void setMusicLoop (bool loop)
 
float getMusicVolume () const
 
void setMusicVolume (float volume)
 
float getMusicDuration () const
 
double getMusicElapsed () const
 
double getMusicRemaining () const
 
void setMusicElapsed (double time)
 
void setMusicRemaining (double time)
 
void stopMusic (float fade=0.0f)
 
void clearMusicQueue ()
 
void pauseMusic ()
 
void resumeMusic ()
 
void setMusicListener (std::function< void(Music *, bool)> callback)
 
std::function< void(Music *, bool)> getMusicListener () const
 
void gcMusic (bool status)
 
void queueMusic (const std::shared_ptr< Music > &music, bool loop=false, float volume=-1.0f, float fade=0.0f)
 
const std::vector< const Music * > getMusicQueue () const
 
size_t getMusicQueueSize () const
 
void advanceMusicQueue (unsigned int steps=0)
 
bool playEffect (const std::string &key, const std::shared_ptr< Sound > &sound, bool loop=false, float volume=-1.0f, bool force=false)
 
bool playEffect (const char *key, const std::shared_ptr< Sound > &sound, bool loop=false, float volume=-1.0f, bool force=false)
 
size_t getAvailableChannels () const
 
State getEffectState (const std::string &key) const
 
State getEffectState (const char *key) const
 
bool isActiveEffect (const std::string &key) const
 
bool isActiveEffect (const char *key) const
 
const SoundcurrentEffect (const std::string &key) const
 
const SoundcurrentEffect (const char *key) const
 
bool isEffectLoop (const std::string &key) const
 
bool isEffectLoop (const char *key) const
 
void setEffectLoop (const std::string &key, bool loop)
 
void setEffectLoop (const char *key, bool loop)
 
float getEffectVolume (const std::string &key) const
 
float getEffectVolume (const char *key) const
 
void setEffectVolume (const std::string &key, float volume)
 
void setEffectVolume (const char *key, float volume)
 
float getEffectDuration (const std::string &key) const
 
float getEffectDuration (const char *key) const
 
float getEffectElapsed (const std::string &key) const
 
float getEffectElapsed (const char *key) const
 
float getEffectRemaining (const std::string &key) const
 
float getEffectRemaining (const char *key) const
 
void setEffectElapsed (const std::string &key, float time)
 
void setEffectElapsed (const char *key, float time)
 
void setEffectRemaining (const std::string &key, float time)
 
void setEffectRemaining (const char *key, float time)
 
void stopEffect (const std::string &key)
 
void stopEffect (const char *key)
 
void pauseEffect (const std::string &key)
 
void pauseEffect (const char *key)
 
void resumeEffect (std::string key)
 
void resumeEffect (const char *key)
 
void stopAllEffects ()
 
void pauseAllEffects ()
 
void resumeAllEffects ()
 
void setEffectListener (std::function< void(const std::string &key, bool)> callback)
 
std::function< void(const std::string &key, bool)> getEffectListener () const
 
void gcEffect (int id, bool status)
 
void stopAll ()
 
void pauseAll ()
 
void resumeAll ()
 

Static Public Member Functions

static AudioEngineget ()
 
static void start (unsigned int channels=AUDIO_INPUT_CHANNELS)
 
static void stop ()
 

Detailed Description

Class provides a singleton audio engine

This class is a simple (e.g. 2000-era) audio engine. It exposes a flat channel structure and there is no mixer graph for advanced effects such as 3D audio. If you need these features, use AudioEngineHD instead.

This class allows one music asset to be played at a time, though it does allow you to queue up music asset. All other sounds should be preloaded. The user specifies sound instances (there may be may sound instances for a single asset) by a predefined key. This cuts down on the overhead of managing the sound identifier.

You cannot create new instances of this class. Instead, you should access the singleton through the three static methods: start(), stop() and get().

IMPORTANT: Like the OpenGL context, this class is not thread-safe. It is only safe to access this class in the main application thread. This means it should never be called in a call-back function as those are typically executed in the host thread. If you need to access the AudioEngine in a callback function, you should use the Application#schedule method to delay until the main thread is next available.

Member Enumeration Documentation

This enumeration provides a way to determine the state of a channel

Enumerator
INACTIVE 

This sound channel is not actually active

PLAYING 

This sound is active and currently playing

PAUSED 

This sound is active but is currently paused

Member Function Documentation

void cugl::AudioEngine::advanceMusicQueue ( unsigned int  steps = 0)

Advances ahead in the music queue.

The value step is the number of songs to skip over. A value of 0 will simply skip over the active music to the next element of the queue. Each value above 0 will skip over one more element in the queue. If this skipping empties the queue, no music will play.

Parameters
stepsnumber of elements to skip in the queue
void cugl::AudioEngine::clearMusicQueue ( )

Clears the music queue, but does not release any other resources.

This method does not stop the current background music from playing. It only clears pending music assets from the queue.

const Sound* cugl::AudioEngine::currentEffect ( const std::string &  key) const

Returns the sound asset attached to the given key.

If there is no active sound effect for the given key, this method returns nullptr.

Parameters
keythe reference key for the sound effect
Returns
the sound asset attached to the given key.
const Sound* cugl::AudioEngine::currentEffect ( const char *  key) const
inline

Returns the sound asset attached to the given key.

If there is no active sound effect for the given key, this method returns nullptr.

Parameters
keythe reference key for the sound effect
Returns
the sound asset attached to the given key.
const Music* cugl::AudioEngine::currentMusic ( ) const

Returns the music asset currently playing

If there is no active background music, this method returns nullptr.

Returns
the music asset currently playing
void cugl::AudioEngine::gcEffect ( int  id,
bool  status 
)

Callback function for when a sound effect channel finishes

This method is called when the active sound effect completes. It garbage collects the sound effect, allowing its key to be reused.

This method is never intended to be accessed by general users. It is only publicly visible because this makes our cross-platform code cleaner.

Parameters
idThe sound channel being garbage collected
statusTrue if the music terminated normally, false otherwise.
void cugl::AudioEngine::gcMusic ( bool  status)

Callback function for when a music channel finishes

This method is called when the active music completes. If there is any music waiting in the queue, it plays it immediately (using the second channel for a smooth transition). Otherwise, it sets _musicData to nullptr.

This method is never intended to be accessed by general users. It is only publicly visible because this makes our cross-platform code cleaner.

Parameters
statusTrue if the music terminated normally, false otherwise.
static AudioEngine* cugl::AudioEngine::get ( )
inlinestatic

Returns the singleton instance of the audio engine.

If the audio engine has not been started, then this method will return nullptr.

Returns
the singleton instance of the audio engine.
size_t cugl::AudioEngine::getAvailableChannels ( ) const
inline

Returns the number of channels available for sound effects.

There are a limited number of channels available for sound effects. If all channels are in use, this method will return 0. If you go over the number available, you cannot play another sound unless you force it. In that case, it will grab the channel from the longest playing sound effect.

Returns
the number of channels available for sound effects.
float cugl::AudioEngine::getEffectDuration ( const std::string &  key) const

Returns the duration of the sound effect, in seconds.

Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the duration of the sound effect, in seconds.
float cugl::AudioEngine::getEffectDuration ( const char *  key) const
inline

Returns the duration of the sound effect, in seconds.

Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the duration of the sound effect, in seconds.
float cugl::AudioEngine::getEffectElapsed ( const std::string &  key) const

Returns the elapsed time of the sound effect, in seconds

The elapsed time is the current position of the sound from the beginning. It does not include any time spent on a continuous loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the elapsed time of the sound effect, in seconds
float cugl::AudioEngine::getEffectElapsed ( const char *  key) const
inline

Returns the elapsed time of the sound effect, in seconds

The elapsed time is the current position of the sound from the beginning. It does not include any time spent on a continuous loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the elapsed time of the sound effect, in seconds
std::function<void(const std::string& key,bool)> cugl::AudioEngine::getEffectListener ( ) const
inline

Returns the callback for sound effects

This cllabck function is called whenever a sound effect completes. It is called whether or not the sound completed normally or if it was terminated manually. However, the second parameter can be used to distinguish the two cases.

Returns
the callback for sound effects
float cugl::AudioEngine::getEffectRemaining ( const std::string &  key) const

Returns the time remaining for the sound effect, in seconds

The time remaining is just duration-elapsed. This method does not take into account whether the sound is on a loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the time remaining for the sound effect, in seconds
float cugl::AudioEngine::getEffectRemaining ( const char *  key) const
inline

Returns the time remaining for the sound effect, in seconds

The time remaining is just duration-elapsed. This method does not take into account whether the sound is on a loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the time remaining for the sound effect
State cugl::AudioEngine::getEffectState ( const std::string &  key) const

Returns the current state of the sound effect for the given key.

If there is no sound effect for the given key, it returns State::INACTIVE.

Parameters
keythe reference key for the sound effect
Returns
the current state of the sound effect for the given key.
State cugl::AudioEngine::getEffectState ( const char *  key) const
inline

Returns the current state of the sound effect for the given key.

If there is no sound effect for the given key, it returns State::INACTIVE.

Parameters
keythe reference key for the sound effect
Returns
the current state of the sound effect for the given key.
float cugl::AudioEngine::getEffectVolume ( const std::string &  key) const

Returns the current volume of the sound effect.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the current volume of the sound effect
float cugl::AudioEngine::getEffectVolume ( const char *  key) const
inline

Returns the current volume of the sound effect.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
the current volume of the sound effect
float cugl::AudioEngine::getMusicDuration ( ) const

Returns the length of background music, in seconds.

This is only the duration of the active background music. All other music in the queue is ignored. If there is no active background music, this method will return 0.

This information is retrieved from the decoder. As the file is completely decoded at load time, the result of this method is reasonably accurate.

Returns
the length of background music, in seconds.
double cugl::AudioEngine::getMusicElapsed ( ) const

Returns the elapsed time of the background music, in seconds

The elapsed time is the current position of the music from the beginning. It does not include any time spent on a continuous loop. If there is no active background music, this method will return 0.

This information is not guaranteed to be accurate. Attempting to time the playback of streaming data (as opposed to a fully in-memory PCM buffer) is very difficult and not cross-platform. We have tried to be reasonably accurate, but from our tests we can only guarantee accuracy within a 10th of a second.

Returns
the elapsed time of the background music, in seconds
std::function<void(Music*,bool)> cugl::AudioEngine::getMusicListener ( ) const
inline

Returns the callback for background music

This callback function is called whenever a background music track completes. It is called whether or not the music completed normally or if it was terminated manually. However, the second parameter can be used to distinguish the two cases.

Returns
the callback for background music
const std::vector<const Music*> cugl::AudioEngine::getMusicQueue ( ) const

Returns the list of assets for the music queue

Returns
the list of assets for the music queue
size_t cugl::AudioEngine::getMusicQueueSize ( ) const

Returns the size of the music queue

Returns
the size of the music queue
double cugl::AudioEngine::getMusicRemaining ( ) const

Returns the time remaining for the background music, in seconds

The time remaining is just duration-elapsed. This method does not take into account whether the music is on a loop. It also does not include the duration of any music waiting in the queue. If there is no active background music, this method will return 0.

This information is not guaranteed to be accurate. Attempting to time the playback of streaming data (as opposed to a fully in-memory PCM buffer) is very difficult and not cross-platform. We have tried to be reasonably accurate, but from our tests we can only guarantee accuracy within a 10th of a second.

Returns
the time remaining for the background music, in seconds
State cugl::AudioEngine::getMusicState ( ) const

Returns the current state of the background music

Returns
the current state of the background music
float cugl::AudioEngine::getMusicVolume ( ) const

Returns the volume of the background music

If there is no active background music, this method will return 0.

Returns
the volume of the background music
bool cugl::AudioEngine::isActiveEffect ( const std::string &  key) const
inline

Returns true if the key is associated with an active channel.

Parameters
keythe reference key for the sound effect
Returns
true if the key is associated with an active channel.
bool cugl::AudioEngine::isActiveEffect ( const char *  key) const
inline

Returns true if the key is associated with an active channel.

Parameters
keythe reference key for the sound effect
Returns
true if the key is associated with an active channel.
bool cugl::AudioEngine::isEffectLoop ( const std::string &  key) const

Returns true if the sound effect is in a continuous loop.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
true if the sound effect is in a continuous loop.
bool cugl::AudioEngine::isEffectLoop ( const char *  key) const
inline

Returns true if the sound effect is in a continuous loop.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
Returns
true if the sound effect is in a continuous loop.
bool cugl::AudioEngine::isMusicLoop ( ) const

Returns true if the background music is in a continuous loop.

If there is no active background music, this method will return false.

Returns
true if the background music is in a continuous loop.
void cugl::AudioEngine::pauseAll ( )

Pauses all sounds, both music and sound effects.

This method allows them to be resumed later. You should generally call this method just before the app pages to the background.

void cugl::AudioEngine::pauseAllEffects ( )

Pauses all sound effects, allowing them to be resumed later.

Sound effects already paused will remain paused.

void cugl::AudioEngine::pauseEffect ( const std::string &  key)

Pauses the sound effect for the given key.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
void cugl::AudioEngine::pauseEffect ( const char *  key)
inline

Pauses the sound effect for the given key.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
void cugl::AudioEngine::pauseMusic ( )

Pauses the background music, allowing it to be resumed later.

This method has no effect on the music queue.

bool cugl::AudioEngine::playEffect ( const std::string &  key,
const std::shared_ptr< Sound > &  sound,
bool  loop = false,
float  volume = -1.0f,
bool  force = false 
)

Plays the given sound effect, and associates it with the specified key.

Sound effects are associated with a reference key. This allows the application to easily reference the sound state without having to internally manage pointers to the audio channel.

If the key is already associated with an active sound channel, this method will stop the existing sound and replace it with this one. It is the responsibility of the application layer to manage key usage.

There are a limited number of channels available for sound effects. If you go over the number available, the sound will not play unless force is true. In that case, it will grab the channel from the longest playing sound effect.

Parameters
keyThe reference key for the sound effect
soundThe sound effect to play
loopWhether to loop the sound effect continuously
volumeThe sound effect (< 0 to use asset default volume)
forceWhether to force another sound to stop.
Returns
true if there was an available channel for the sound
bool cugl::AudioEngine::playEffect ( const char *  key,
const std::shared_ptr< Sound > &  sound,
bool  loop = false,
float  volume = -1.0f,
bool  force = false 
)
inline

Plays the given sound effect, and associates it with the specified key.

Sound effects are associated with a reference key. This allows the application to easily reference the sound state without having to internally manage pointers to the audio channel.

If the key is already associated with an active sound channel, this method will stop the existing sound and replace it with this one. It is the responsibility of the application layer to manage key usage.

There are a limited number of channels available for sound effects. If you go over the number available, the sound will not play unless force is true. In that case, it will grab the channel from the longest playing sound effect.

Parameters
keyThe reference key for the sound effect
soundThe sound effect to play
loopWhether to loop the sound effect continuously
volumeThe sound effect (< 0 to use asset default volume)
forceWhether to force another sound to stop.
Returns
true if there was an available channel for the sound
void cugl::AudioEngine::playMusic ( const std::shared_ptr< Music > &  music,
bool  loop = false,
float  volume = -1.0f,
float  fade = 0.0f 
)

Plays given music asset as a background track.

Music is handled differently from sound effects. Music is streamed instead of being pre-loaded, so your music files can be much larger. In addition, you can only play one music asset at a time. However, it is possible to queue music assets for immediate playback once the active asset is finished.

This method immediately plays the provided asset. Hence it overrides and clears the music queue. To safely play an asset without affecting the music queue, use the method queueMusic instead.

When it begins playing, it will start at full volume unless you provide a number of seconds to fade in. Note that looping a song will cause it to block the queue indefinitely until you turn off looping for that asset {

See also
setLoop}. This can be desired behavior, as it gives you a way to control the speed of the queue processing.
Parameters
musicThe music asset to play
loopWhether to loop the music continuously
volumeThe music volume (< 0 to use asset default volume)
fadeThe number of seconds to fade in
void cugl::AudioEngine::queueMusic ( const std::shared_ptr< Music > &  music,
bool  loop = false,
float  volume = -1.0f,
float  fade = 0.0f 
)

Adds the given music asset to the background music queue

Music is handled differently from sound effects. Music is streamed instead of being pre-loaded, so your music files can be much larger. In addition, you can only play one music asset at a time. However, it is possible to queue music assets for immediate playback once the active asset is finished.

If the queue is empty and there is no active music, this method will play the music immediately. Otherwise, it will add the music to the queue, and it will play as soon as it is removed from the queue.

When it begins playing, it will start at full volume unless you provide a number of seconds to fade in. Note that looping a song will cause it to block the queue indefinitely until you turn off looping for that asset {

See also
setLoop}. This can be desired behavior, as it gives you a way to control the speed of the queue processing.
Parameters
musicThe music asset to queue
loopWhether to loop the music continuously
volumeThe music volume (< 0 to use asset default volume)
fadeThe number of seconds to fade in
void cugl::AudioEngine::resumeAll ( )

Resumes all paused sounds, both music and sound effects.

You should generally call this method right after the app returns from the background.

void cugl::AudioEngine::resumeAllEffects ( )

Resumes all paused sound effects.

void cugl::AudioEngine::resumeEffect ( std::string  key)

Resumes the sound effect for the given key.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
void cugl::AudioEngine::resumeEffect ( const char *  key)
inline

Resumes the sound effect for the given key.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
void cugl::AudioEngine::resumeMusic ( )

Resumes the background music assuming that it was paused previously.

This method has no effect on the music queue.

void cugl::AudioEngine::setEffectElapsed ( const std::string &  key,
float  time 
)

Sets the elapsed time of the sound effect, in seconds

The elapsed time is the current position of the sound from the beginning. It does not include any time spent on a continuous loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
timethe new position of the sound effect
void cugl::AudioEngine::setEffectElapsed ( const char *  key,
float  time 
)
inline

Sets the elapsed time of the sound effect, in seconds

The elapsed time is the current position of the sound from the beginning. It does not include any time spent on a continuous loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
timethe new position of the sound effect
void cugl::AudioEngine::setEffectListener ( std::function< void(const std::string &key, bool)>  callback)
inline

Sets the callback for sound effects

This cllabck function is called whenever a sound effect completes. It is called whether or not the sound completed normally or if it was terminated manually. However, the second parameter can be used to distinguish the two cases.

Parameters
callbackThe callback for sound effects
void cugl::AudioEngine::setEffectLoop ( const std::string &  key,
bool  loop 
)

Sets whether the sound effect is in a continuous loop.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
loopwhether the sound effect is in a continuous loop
void cugl::AudioEngine::setEffectLoop ( const char *  key,
bool  loop 
)
inline

Sets whether the sound effect is in a continuous loop.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
loopwhether the sound effect is in a continuous loop
void cugl::AudioEngine::setEffectRemaining ( const std::string &  key,
float  time 
)

Sets the time remaining for the sound effect, in seconds

The time remaining is just duration-elapsed. This method does not take into account whether the sound is on a loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
timethe new time remaining for the sound effect
void cugl::AudioEngine::setEffectRemaining ( const char *  key,
float  time 
)
inline

Sets the time remaining for the sound effect, in seconds

The time remaining is just duration-elapsed. This method does not take into account whether the sound is on a loop. Because the asset is fully decompressed at load time, the result of this method is reasonably accurate.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
timethe new time remaining for the sound effect
void cugl::AudioEngine::setEffectVolume ( const std::string &  key,
float  volume 
)

Sets the current volume of the sound effect.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
volumethe current volume of the sound effect
void cugl::AudioEngine::setEffectVolume ( const char *  key,
float  volume 
)
inline

Sets the current volume of the sound effect.

If the key does not correspond to a channel, this method raises an error.

Parameters
keythe reference key for the sound effect
volumethe current volume of the sound effect
void cugl::AudioEngine::setMusicElapsed ( double  time)

Sets the elapsed time of the background music, in seconds

The elapsed time is the current position of the music from the beginning. It does not include any time spent on a continuous loop.

This adjustment is not guaranteed to be accurate. Attempting to time the playback of streaming data (as opposed to a fully in-memory PCM buffer) is very difficult and not cross-platform. We have tried to be reasonably accurate, but from our tests we can only guarantee accuracy within a 10th of a second.

If there is no active background music, this method will raise an error.

Parameters
timethe new position of the background music
void cugl::AudioEngine::setMusicListener ( std::function< void(Music *, bool)>  callback)
inline

Sets the callback for background music

This callback function is called whenever a background music track completes. It is called whether or not the music completed normally or if it was terminated manually. However, the second parameter can be used to distinguish the two cases.

Parameters
callbackThe callback for background music
void cugl::AudioEngine::setMusicLoop ( bool  loop)

Sets whether the background music is on a continuous loop.

If loop is true, this will block the queue until it is set to false again. This can be desired behavior, as it gives you a way to control the speed of the queue processing.

If there is no active background music, this method will raise an error.

Parameters
loopwhether the background music should be on a continuous loop
void cugl::AudioEngine::setMusicRemaining ( double  time)

Sets the time remaining for the background music, in seconds

The time remaining is just duration-elapsed. It does not take into account whether the music is on a loop. It also does not include the duration of any music waiting in the queue.

If there is no active background music, this method will raise an error.

This adjustment is not guaranteed to be accurate. Attempting to time the playback of streaming data (as opposed to a fully in-memory PCM buffer) is very difficult and not cross-platform. We have tried to be reasonably accurate, but from our tests we can only guarantee accuracy within a 10th of a second.

Parameters
timethe new time remaining of the background music
void cugl::AudioEngine::setMusicVolume ( float  volume)

Sets the volume of the background music

If there is no active background music, this method will raise an error.

Parameters
volumethe volume of the background music
static void cugl::AudioEngine::start ( unsigned int  channels = AUDIO_INPUT_CHANNELS)
static

Starts the singleton audio engine.

Once this method is called, the method get() will no longer return nullptr. Calling the method multiple times (without calling stop) will have no effect.

Sounds and music cannot be loaded until this engine is initialized. They depend on this engine for asset management.

The provided parameter indicates the number of simultaneously supported sounds.

Parameters
channelsThe maximum number of sound effect channels to support
static void cugl::AudioEngine::stop ( )
static

Stops the singleton audio engine, releasing all resources.

Once this method is called, the method get() will return nullptr. Calling the method multiple times (without calling stop) will have no effect.

Sounds and music cannot be loaded until this engine is initialized again. They depend on this engine for asset management.

void cugl::AudioEngine::stopAll ( )

Stops all sounds, both music and sound effects.

This effectively clears the sound engine.

void cugl::AudioEngine::stopAllEffects ( )

Stops all sound effects, removing them from the engine.

You will need to add the effects again if you wish to replay them.

void cugl::AudioEngine::stopEffect ( const std::string &  key)

Stops the sound effect for the given key, removing it.

If the key does not correspond to a channel, this method raises an error. The effect will be removed from the audio engine entirely. You will need to add it again if you wish to replay it.

Parameters
keythe reference key for the sound effect
void cugl::AudioEngine::stopEffect ( const char *  key)
inline

Stops the sound effect for the given key, removing it.

If the key does not correspond to a channel, this method raises an error. The effect will be removed from the audio engine entirely. You will need to add it again if you wish to replay it.

Parameters
keythe reference key for the sound effect
void cugl::AudioEngine::stopMusic ( float  fade = 0.0f)

Stops the background music and clears the entire queue.

Before the music is stopped, this method gives the user an option to fade out the music. If the argument is 0, it will halt the music immediately. Otherwise it will fade to completion over the given number of seconds (or until the end of the song).

This method also clears the queue of any further music.

Parameters
fadeThe number of seconds to fade out

The documentation for this class was generated from the following file: