📄 soundengine.h
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@result A OSStatus indicating success or failure.*/OSStatus SoundEngine_UnloadBackgroundMusicTrack();/*! @function SoundEngine_StartBackgroundMusic @abstract Tells the background music player to start playing. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_StartBackgroundMusic();/*! @function SoundEngine_StopBackgroundMusic @abstract Tells the background music player to stop playing. @param inAddToQueue If true, playback will stop when all tracks have completed. If false, playback will stop immediately. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_StopBackgroundMusic(Boolean inStopAtEnd);/*! @function SoundEngine_SetBackgroundMusicVolume @abstract Sets the volume for the background music player @param inValue A Float32 that represents the level. The range is between 0.0 and 1.0 (inclusive). @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetBackgroundMusicVolume(Float32 inValue);/*! @function SoundEngine_LoadLoopingEffect @abstract Loads a sound effect from a file and return an ID to refer to that effect. Note: The files MUST all be in the same data format and sample rate @param inLoopFilePath The absolute path to the file to load. This is the file that will loop continually. @param inAttackFilePath The absolute path to the file to load. This will play once at the start of the effect. Set to NULL if no attack is desired, looping file will play immediately. @param inDecayFilePath The absolute path to the file to load. This will play once after looping has been ended. Triggered using SoundEngine_StopEffect with the inDoDecay set to true. Set to NULL if no decay is desired, looping file will stop immediately. @param outEffectID A UInt32 ID that refers to the effect. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_LoadLoopingEffect(const char* inLoopFilePath, const char* inAttackFilePath, const char* inDecayFilePath, UInt32* outEffectID);/*! @function SoundEngine_LoadEffect @abstract Loads a sound effect from a file and return an ID to refer to that effect. @param inPath The absolute path to the file to load. @param outEffectID A UInt32 ID that refers to the effect. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_LoadEffect(const char* inPath, UInt32* outEffectID);/*! @function SoundEngine_UnloadEffect @abstract Releases all resources associated with the given effect ID @param inEffectID The ID of the effect to unload. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_UnloadEffect(UInt32 inEffectID);/*! @function SoundEngine_StartEffect @abstract Starts playback of an effect @param inEffectID The ID of the effect to start. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_StartEffect(UInt32 inEffectID);/*! @function SoundEngine_StopEffect @abstract Stops playback of an effect @param inEffectID The ID of the effect to stop. @param inDoDecay Whether to play the decay file or stop immmediately (this is ignored for non-looping effects) @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_StopEffect(UInt32 inEffectID, Boolean inDoDecay);/*! @function SoundEngine_Vibrate @abstract Tells the device to vibrate*/#if TARGET_OS_IPHONE #define SoundEngine_Vibrate() AudioServicesPlaySystemSound(kSystemSoundID_Vibrate)#endif/*! @function SoundEngine_SetEffectPitch @abstract Applies pitch shifting to an effect @param inEffectID The ID of the effect to adjust @param inValue A Float32 that represents the pitch scalar, with 1.0 being unchanged. Must be greater than 0. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetEffectPitch(UInt32 inEffectID, Float32 inValue);/*! @function SoundEngine_SetEffectVolume @abstract Sets the volume for an effect @param inEffectID The ID of the effect to adjust @param inValue A Float32 that represents the level. The range is between 0.0 and 1.0 (inclusive). @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetEffectLevel(UInt32 inEffectID, Float32 inValue);/*! @function SoundEngine_SetEffectPosition @abstract Tells the engine whether a given effect should loop when played or if it should play through just once and stop. @param inEffectID The ID of the effect to adjust @param inX A Float32 that represents the effect's position along the X axis. Maximum distance is 100000.0 (absolute, not per axis), reference distance (distance from which gain begins to attenuate) is 1.0 @param inY A Float32 that represents the effect's position along the Y axis. Maximum distance is 100000.0 (absolute, not per axis), reference distance (distance from which gain begins to attenuate) is 1.0 @param inZ A Float32 that represents the effect's position along the Z axis. Maximum distance is 100000.0 by default (absolute, not per axis), reference distance (distance from which gain begins to attenuate) is 1.0 @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetEffectPosition(UInt32 inEffectID, Float32 inX, Float32 inY, Float32 inZ);/*! @function SoundEngine_SetEffectsVolume @abstract Sets the overall volume for the effects @param inValue A Float32 that represents the level. The range is between 0.0 and 1.0 (inclusive). @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetEffectsVolume(Float32 inValue);/*! @function SoundEngine_SetMaxDistance @abstract Sets the maximum distance for effect attenuation. Gain will attenuate between the reference distance and the maximum distance, after which gain will be 0.0 @param inValue A Float32 that represents the level. Must be greater than 0.0. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetMaxDistance(Float32 inValue);/*! @function SoundEngine_SetReferenceDistance @abstract Sets the distance at which effect gain attenuation begins. It will attenuate between the reference distance and the maximum distance. Sounds closer than the reference distance will have no attenuation applied @param inValue A Float32 that represents the level. Must be greater than 0.0. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetReferenceDistance(Float32 inValue);#if defined(__cplusplus)}#endif#endif
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