Gorilla.Audio.FMOD.SoundGroup
Unit Gorilla.Audio.FMOD.SoundGroup.pasClasses
- TGorillaFMODSoundGroup = class ( TGorillaFMODObject , IGorillaFMODSoundGroup )
TGorillaFMODSoundGroup
Wrapper record structure for sound group instances.
Ancestors
Implements Interfaces
- IGorillaFMODSoundGroup
Members
Methods
- public constructor Create ( const AHandle : Pointer ) ;
- public constructor Create
(
ASystem :
IGorillaFMODSystem; const
AName :
string
)
;
Creates a sound group, which can store handles to multiple Sound pointers.
- public destructor Destroy
(
)
;
Releases a soundgroup object and returns all sounds back to the master sound group.
- protected function GetName ( ) : string ;
- protected function GetMaxAudible ( ) : Integer ;
- protected procedure SetMaxAudible ( const AValue : Integer ) ;
- protected function GetMaxAudibleBehavior ( ) : FMOD_SOUNDGROUP_BEHAVIOR ;
- protected procedure SetMaxAudibleBehavior ( const AValue : FMOD_SOUNDGROUP_BEHAVIOR ) ;
- protected function GetMuteFadeSpeed ( ) : Single ;
- protected procedure SetMuteFadeSpeed ( const AValue : Single ) ;
- protected function GetVolume ( ) : Single ;
- protected procedure SetVolume ( const AValue : Single ) ;
- protected function GetNumSounds ( ) : Integer ;
- protected function GetNumPlaying ( ) : Integer ;
- protected function GetUserData ( ) : Pointer ;
- protected procedure SetUserData ( const AValue : Pointer ) ;
- protected function GetSystemObject ( ) : Pointer ; override;
- public function GetMasterSoundGroup
(
ASystem :
IGorillaFMODSystem
)
: IGorillaFMODSoundGroup
;
class;
Retrieves the default sound group, where all sounds are placed when they are created.
- public procedure Stop
(
)
;
Stops all sounds within this soundgroup.
- public function GetSound
(
AIndex :
Integer
)
: IGorillaFMODInterface
;
Retrieves a pointer to a sound from within a sound group.
Parameters
- AIndex : Integer - Index of the sound that is to be retrieved.
Properties
- public Name : string
- 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
- public NumSounds : Integer
- public NumPlaying : Integer
- public UserData : Pointer
Sets a user value that the SoundGroup object will store internally. Can be retrieved with SoundGroup::getUserData.
read GetUserData
write SetUserData