本文整理汇总了C++中fmod::Channel类的典型用法代码示例。如果您正苦于以下问题:C++ Channel类的具体用法?C++ Channel怎么用?C++ Channel使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Channel类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: bar
void SoundLooper::bar() {
if(!(bars % 4) && bars > play_to){
bars = 0;
}
if(bars == start_at){
int status_was = status;
// Play sound
if (status == LOOPER_QUEUED){
status = LOOPER_PLAYING;
}
if (status == LOOPER_STOPPING){
status = LOOPER_IDLE;
gui->intEvent(EVENT_CHANGE_TRG_COLOR, COLOR_TRG_IDLE);
}
if (status == LOOPER_PLAYING){
FMOD::Channel *ch;
ERRCHECK(sound->system->playSound(FMOD_CHANNEL_FREE, sample, false, &ch));
ERRCHECK(ch->setChannelGroup(cg));
}
if(status_was != status) {
gui->intEvent(EVENT_CHANGE_TRG_COLOR, status==LOOPER_PLAYING?COLOR_TRG_PLAYING:COLOR_TRG_IDLE);
}
}
if(bars == play_to) {
bars = 0;
}
else
bars++;
}
开发者ID:BackupTheBerlios,项目名称:instigmata-svn,代码行数:31,代码来源:soundlooper.cpp
示例2: hatSpawn
void SoundEngine::hatSpawn(float x, float y, float z) {
FMOD::Channel* channel = nullptr;
FMOD_VECTOR position = { x, y, z };
result_ = system_->playSound(hatSpawnSound_, 0, true, &channel);
result_ = channel->set3DAttributes(&position, 0);
result_ = channel->setPaused(false);
}
开发者ID:Atyansh,项目名称:deerstalker,代码行数:7,代码来源:SoundEngine.cpp
示例3: PlaySound
bool CSGD_FModManager::PlaySound( int nID )
{
if( !m_pSystem ) return false;
// check that ID is in range
assert( nID > -1 && nID < (int)m_SoundList.size() && "ID is out of range" );
// Address of a channel handle pointer that receives the newly playing channel
FMOD::Channel *channel;
// used to catch fMod-specific error codes
FMOD_RESULT result;
if( ( result = m_pSystem->playSound(FMOD_CHANNEL_FREE, m_SoundList[ nID ].fmSound , false, &channel) ) != FMOD_OK )
{
FMODERR( result );
}
// set the volume of this playing channel
channel->setVolume(m_SoundList[nID].fVolume);
// set the pan of this playing channel
channel->setPan(m_SoundList[nID].fPan);
// set the volume of this playing channel
//channel->setFrequency(m_SoundList[nID].fFreq);
// hold on to channel pointer for late use
m_SoundList[ nID ].m_SoundChannels.push_back( channel );
// return success
return true;
}
开发者ID:BGCX261,项目名称:zombie-maul-svn-to-git,代码行数:32,代码来源:CSGD_FModManager.cpp
示例4:
SkySound SoundManager::play3DSound(std::string name, float volume, float x, float y, float z, bool echo, bool loop, float fallOffStart)
{
if(mSilent) return NULL;
if ("" == name)
return false;
if(mInitFailed) return NULL;
FMOD::Sound* sound = 0;
FMOD::Channel* soundChannel;
result = mSystem->createSound(name.c_str(), FMOD_SOFTWARE | FMOD_3D, 0, &sound);
if (!sound)
{
printf("FMOD Error loading %s!\n", name.c_str());
checkErrors();
return NULL;
}
sound->set3DMinMaxDistance(fallOffStart, 2000);
sound->setMode(loop ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF);
mSystem->playSound(FMOD_CHANNEL_FREE, sound, false, &soundChannel);
// if(echo)
// soundChannel->addDSP(mReverb);
FMOD_VECTOR pos = {x, y, z};
FMOD_VECTOR vel = {0, 0, 0};
soundChannel->setVolume(volume);
soundChannel->set3DAttributes(&pos, &vel);
mSystem->update();
// printf("finished play3dsound\n");
return soundChannel;
}
开发者ID:thoney,项目名称:MIRAGEvisApp,代码行数:33,代码来源:SoundManager.cpp
示例5: resume
bool AudioEngineImpl::resume(int audioID)
{
try {
if (!mapChannelInfo[audioID].channel) {
FMOD::Channel *channel = nullptr;
FMOD::ChannelGroup *channelgroup = nullptr;
//starts the sound in pause mode, use the channel to unpause
FMOD_RESULT result = pSystem->playSound(mapChannelInfo[audioID].sound, channelgroup, true, &channel);
if (ERRCHECK(result)) {
return false;
}
channel->setMode(mapChannelInfo[audioID].loop ? FMOD_LOOP_NORMAL : FMOD_LOOP_OFF);
channel->setLoopCount(mapChannelInfo[audioID].loop ? -1 : 0);
channel->setVolume(mapChannelInfo[audioID].volume);
channel->setUserData(reinterpret_cast<void *>(static_cast<std::intptr_t>(mapChannelInfo[audioID].id)));
mapChannelInfo[audioID].channel = channel;
}
mapChannelInfo[audioID].channel->setPaused(false);
AudioEngine::_audioIDInfoMap[audioID].state = AudioEngine::AudioState::PLAYING;
return true;
}
catch (const std::out_of_range& oor) {
printf("AudioEngineImpl::resume: invalid audioID: %d\n", audioID);
return false;
}
}
开发者ID:zengzhining,项目名称:cocos2d-x,代码行数:28,代码来源:AudioEngine-linux.cpp
示例6: setSourcePitch
void MCFMODSourceManager::setSourcePitch(unsigned int SourceIndex, int Cents)
{
FMOD::Channel* fmodChannel = reinterpret_cast<FMOD::Channel*>(sSources[SourceIndex].Source);
float fFrequencyRatio = (float)pow(2, Cents / 1200.0f);
fmodChannel->setFrequency(fFrequencies[SourceIndex] * fFrequencyRatio);
}
开发者ID:arturocepeda,项目名称:Modus,代码行数:7,代码来源:mxsoundgenfmod.cpp
示例7: unlinkSound
void SoundHolder::unlinkSound(void *channel)
{
FMOD::Channel *pChannel = (FMOD::Channel*)channel;
pChannel->setUserData(NULL);
pChannel->setCallback(NULL);
activeSounds.erase(channel);
}
开发者ID:AquariaOSE,项目名称:Aquaria,代码行数:7,代码来源:SoundManager.cpp
示例8: playEnvironment
int Game::playEnvironment()
{
bool soundDone=false;
FMOD::System* system;
FMOD_RESULT result = FMOD::System_Create(&system);
system->init(32, FMOD_INIT_NORMAL, NULL);
FMOD::Sound* sound;
result = system->createSound("Ocean.WAV",FMOD_LOOP_NORMAL,NULL, &sound);
FMOD::Channel* channel = 0;
bool pauseSound = false;
channel->isPlaying(&pauseSound);
result = system->playSound(FMOD_CHANNEL_FREE, sound,false, &channel);
soundDone=true;
while (soundDone!=true)
{
channel->setPaused(false);
system->update();
result = sound->release();
result = system->close();
result = system->release();
}
return 0;
}
开发者ID:Acularius,项目名称:Pixel-Brother,代码行数:30,代码来源:Game.cpp
示例9: channelCallback
static FMOD_RESULT F_CALLBACK channelCallback(FMOD_CHANNEL* chanPtr,
FMOD_CHANNEL_CALLBACKTYPE type,
void* /*commanddata1*/,
void* /*commanddata2*/)
{
FMOD::Channel *channel = reinterpret_cast<FMOD::Channel*>(chanPtr);
sfxbuffer_t *buf = 0;
switch(type)
{
case FMOD_CHANNEL_CALLBACKTYPE_END:
// The sound has ended, mark the channel.
channel->getUserData(reinterpret_cast<void**>(&buf));
if(buf)
{
DSFMOD_TRACE("channelCallback: sfxbuffer " << buf << " stops.");
buf->flags &= ~SFXBF_PLAYING;
// The channel becomes invalid after the sound stops.
bufferInfo(buf).channel = 0;
}
channel->setCallback(0);
channel->setUserData(0);
break;
default:
break;
}
return FMOD_OK;
}
开发者ID:cmbruns,项目名称:Doomsday-Engine,代码行数:29,代码来源:fmod_sfx.cpp
示例10: update
void SoundEngine::update()
{
if (system)
{
system->update();
// ---
vector<Event> completedEvents;
for (auto &it : playingEffects)
{
int playingId = it.first;
int channelId = it.second.first;
EffectRef effect = it.second.second;
FMOD::Channel *channel;
system->getChannel(channelId, &channel);
bool playing;
channel->isPlaying(&playing);
if (!playing)
{
completedEvents.emplace_back(EVENT_COMPLETED, effect, channelId, playingId);
}
}
for (auto event : completedEvents)
{
playingEffects.erase(event.playingId);
processEvent(event);
}
}
}
开发者ID:femmebot,项目名称:new-chronotext-toolkit,代码行数:35,代码来源:SoundEngine.cpp
示例11: StopSoundChannel
bool cgFMODSoundPlayerImpl::StopSoundChannel( cgID channel )
{
FMOD::Channel * pkChannel = m_pkChannelStorage->Remove(channel);
if (!pkChannel)
return false;
return pkChannel->stop();
}
开发者ID:cgcoolgame,项目名称:cg,代码行数:8,代码来源:cgFMODSoundPlayerImpl.cpp
示例12: isSourcePlaying
bool MCFMODSourceManager::isSourcePlaying(unsigned int SourceIndex)
{
FMOD::Channel* fmodChannel = reinterpret_cast<FMOD::Channel*>(sSources[SourceIndex].Source);
bool bChannelPlaying;
fmodChannel->isPlaying(&bChannelPlaying);
return bChannelPlaying;
}
开发者ID:arturocepeda,项目名称:Modus,代码行数:9,代码来源:mxsoundgenfmod.cpp
示例13: dead
void SoundEngine::dead(int playerId) {
Player* player = dynamic_cast<Player*>(Globals::gameObjects.playerMap[playerId]);
FMOD::Channel* channel = nullptr;
glm::vec3 pos = player->getPosition();
FMOD_VECTOR position = { pos.x, pos.y, pos.z };
result_ = system_->playSound(deadSound_, 0, true, &channel);
result_ = channel->set3DAttributes(&position, 0);
result_ = channel->setPaused(false);
}
开发者ID:Atyansh,项目名称:deerstalker,代码行数:9,代码来源:SoundEngine.cpp
示例14: linkSound
void SoundHolder::linkSound(void *channel)
{
if (!channel)
return;
FMOD::Channel *pChannel = (FMOD::Channel*)channel;
pChannel->setUserData(this);
pChannel->setCallback(s_soundHolderCallback);
activeSounds.insert(channel);
}
开发者ID:AquariaOSE,项目名称:Aquaria,代码行数:9,代码来源:SoundManager.cpp
示例15: continueSound
//¼ÌÐøÉùÒô
bool SoundManager::continueSound(int *channelIndex)
{
FMOD::Channel* channel;
if (!channelIndex || *channelIndex == INVALID_SOUND_CHANNEL)
return false;
system->getChannel(*channelIndex, &channel);
channel->setPaused(false);
return true;
}
开发者ID:whztt07,项目名称:Ninth-World,代码行数:10,代码来源:SoundManager.cpp
示例16: setVolume
//ÉèÖÃÒôÁ¿
bool SoundManager::setVolume(float volume, int *channelIndex)
{
FMOD::Channel* channel;
if (!channelIndex || *channelIndex == INVALID_SOUND_CHANNEL)
return false;
system->getChannel(*channelIndex, &channel);
channel->setVolume(volume);
return true;
}
开发者ID:whztt07,项目名称:Ninth-World,代码行数:11,代码来源:SoundManager.cpp
示例17: SetVolume
bool cgFMODSoundPlayerImpl::SetVolume( cgID channel, float fVolume )
{
FMOD::Channel * pkChannel = m_pkChannelStorage->Find(channel);
if (!pkChannel)
return false;
pkChannel->setVolume(fVolume);
return true;
}
开发者ID:cgcoolgame,项目名称:cg,代码行数:10,代码来源:cgFMODSoundPlayerImpl.cpp
示例18: PlayHit
void FmodSoundEngine::PlayHit(float factor)
{
FMOD::Channel *channel;
system->playSound(hitWav, NULL, false, &channel);
float vol = systemIni.sndVolume*(0.5f+factor*0.25f);
channel->setVolume(min(1.0f,vol)*defaultVolume);
//channel->setPaused(false);
//ERRCHECK(result);
//ERRCHECK(result);
}
开发者ID:xuancong84,项目名称:ProjectDIVA,代码行数:10,代码来源:SoundEngine.cpp
示例19: setFinishCallback
void AudioEngineImpl::setFinishCallback(int audioID, const std::function<void (int, const std::string &)> &callback){
try{
FMOD::Channel * channel = mapChannelInfo[audioID].channel;
mapChannelInfo[audioID].callback = callback;
FMOD_RESULT result = channel->setCallback(channelCallback);
ERRCHECK(result);
}catch(const std::out_of_range& oor){
printf("AudioEngineImpl::setFinishCallback: invalid audioID: %d\n", audioID);
}
};
开发者ID:1414648814,项目名称:AStar-Cocos2dx,代码行数:10,代码来源:AudioEngine-linux.cpp
示例20:
void SoundManager::Set3DMinMaxDistance(int channelIndex, float minDistance, float maxDistance) {
FMOD_RESULT result;
FMOD::Channel *channel;
if (channelIndex == INVALID_SOUND_CHANNEL)
return;
result = system->getChannel(channelIndex, &channel);
if (result == FMOD_OK)
channel->set3DMinMaxDistance(minDistance, maxDistance);
}
开发者ID:DaHoC,项目名称:ogrefps,代码行数:11,代码来源:SoundManager.cpp
注:本文中的fmod::Channel类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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