Gorilla.Audio.FMOD.Intf.SoundGroup

Unit Gorilla.Audio.FMOD.Intf.SoundGroup.pas

Interfaces

IGorillaFMODSoundGroup

Wrapper record structure for sound group instances.

Methods

public function GetName  ( )  : string ;  abstract virtual;
public function GetMaxAudible  ( )  : Integer ;  abstract virtual;
public procedure SetMaxAudible  ( const  AValue :  Integer ) ;  abstract virtual;
public function GetMaxAudibleBehavior  ( )  : FMOD_SOUNDGROUP_BEHAVIOR ;  abstract virtual;
public procedure SetMaxAudibleBehavior  ( const  AValue :  FMOD_SOUNDGROUP_BEHAVIOR ) ;  abstract virtual;
public function GetMuteFadeSpeed  ( )  : Single ;  abstract virtual;
public procedure SetMuteFadeSpeed  ( const  AValue :  Single ) ;  abstract virtual;
public function GetVolume  ( )  : Single ;  abstract virtual;
public procedure SetVolume  ( const  AValue :  Single ) ;  abstract virtual;
public function GetNumSounds  ( )  : Integer ;  abstract virtual;
public function GetNumPlaying  ( )  : Integer ;  abstract virtual;
public function GetUserData  ( )  : Pointer ;  abstract virtual;
public procedure SetUserData  ( const  AValue :  Pointer ) ;  abstract virtual;
public procedure Stop  ( ) ;  abstract virtual;

Stops all sounds within this soundgroup.

public function GetSound  ( AIndex :  Integer )  : IGorillaFMODInterface ;  abstract virtual;

Retrieves a pointer to a sound from within a sound group.

Parameters

Properties

public Name : string

Retrieves the name of the sound group.

read GetName
public MaxAudible : Integer

Limits the number of concurrent playbacks of sounds in a sound group to the specified value. After this, if the sounds in the sound group are playing this many times, any attepts to play more of the sounds in the sound group will by default fail with FMOD_ERR_MAXAUDIBLE. Use SoundGroup::setMaxAudibleBehavior to change the way the sound playback behaves when too many sounds are playing. Muting, failing and stealing behaviors can be specified.

read GetMaxAudible
write SetMaxAudible
public MaxAudibleBehavior : FMOD_SOUNDGROUP_BEHAVIOR

Changes the way the sound playback behaves when too many sounds are playing in a soundgroup. Muting, failing and stealing behaviors can be specified.

read GetMaxAudibleBehavior
write SetMaxAudibleBehavior
public MuteFadeSpeed : Single

Specify a time in seconds for FMOD_SOUNDGROUP_BEHAVIOR_MUTE behavior to fade with. By default there is no fade. When more sounds are playing in a SoundGroup than are specified with SoundGroup::setMaxAudible, the least important sound (ie lowest priority / lowest audible volume due to 3D position, volume etc) will fade to silence if FMOD_SOUNDGROUP_BEHAVIOR_MUTE is used, and any previous sounds that were silent because of this rule will fade in if they are more important.

read GetMuteFadeSpeed
write SetMuteFadeSpeed
public Volume : Single

The volume for a sound group, affecting all channels playing the sounds in this soundgroup.

read GetVolume
write SetVolume
public NumSounds : Integer

Retrieves the current number of sounds in this sound group.

read GetNumSounds
public NumPlaying : Integer

Retrieves the number of currently playing channels for the sound group.

read GetNumPlaying
public UserData : Pointer

Sets a user value that the SoundGroup object will store internally. Can be retrieved with SoundGroup::getUserData.

read GetUserData
write SetUserData