Unigine::Plugins::FMOD::EventInstance Class
Header: | #include <plugins/UnigineFMOD.h> |
This set of functions is available when the FMOD plugin is loaded.
An instance of an FMOD Studio Event.
EventInstance Class
Members
void setPaused ( bool paused ) #
Sets the pause state.Arguments
- bool paused - true to pause the event instance, false to unpause it.
bool isPaused ( ) const#
Returns the pause state.Return value
true if the event instance is paused, otherwise, false.void setPitch ( float pitch ) #
Sets the pitch multiplier.Arguments
- float pitch - Pitch multiplier. Range: [0; inf]. Default: 1. The pitch multiplier can be set to any value greater than or equal to zero but the final combined pitch is clamped to the range [0; 100] before being applied.
float getPitch ( ) const#
Returns the current pitch multiplier.Return value
Pitch multiplier.void setGain ( float gain ) #
Sets the gain value.Arguments
- float gain - Gain value to be set.
float getGain ( ) const#
Returns the current gain value.Return value
Gain value.void setMaxDistance ( float distance ) #
Sets the maximum distance for 3D attenuation.Arguments
- float distance - Maximum distance, in distance units.
float getMaxDistance ( ) const#
Returns the current maximum distance for 3D attenuation.Return value
Maximum distance, in distance units.void setMinDistance ( float distance ) #
Sets the minimum distance for 3D attenuation.Arguments
- float distance - Minimum distance, in distance units.
float getMinDistance ( ) const#
Returns the current minimum distance for 3D attenuation.Return value
Minimum distance, in distance units.void setTimeLinePosition ( int position ) #
Sets the timeline cursor position.Arguments
- int position - Timeline position, in milliseconds. Range: [0; inf].
int getTimeLinePosition ( ) const#
Returns the current timeline cursor position.Return value
Timeline position, in milliseconds.void set3DAttributes ( const Math::Vec3 & position, const Math::Vec3 & up, const Math::Vec3 & forward, const Math::Vec3 & velocity ) #
Sets event's position, velocity and orientation used to calculate 3D panning, doppler and the values of automatic distance and angle parameters.Arguments
- const Math::Vec3 & position - Position in world space used for panning and attenuation.
- const Math::Vec3 & up - Upwards orientation, must be of unit length (1.0) and perpendicular to forward.
- const Math::Vec3 & forward - Forwards orientation, must be of unit length (1.0) and perpendicular to up.
- const Math::Vec3 & velocity - Velocity in world space used for doppler, in distance units per second.
void get3DAttributes ( Math::Vec3 & position, Math::Vec3 & up, Math::Vec3 & forward, Math::Vec3 & velocity ) #
Returns event's position, velocity and orientation.Arguments
- Math::Vec3 & position - Position in world space.
- Math::Vec3 & up - Upwards orientation.
- Math::Vec3 & forward - Forwards orientation.
- Math::Vec3 & velocity - Velocity in world space.
void setVelocity ( const Math::Vec3 & velocity ) #
Sets event's velocity.Arguments
- const Math::Vec3 & velocity - Velocity in world space, in distance units per second.
bool isVirtual ( ) const#
Returns a value indicating whether an event instance has been virtualized due to the polyphony limit being exceeded.Return value
true if the event instance has been virtualized, otherwise, false.bool isStarting ( ) const#
Returns a value indicating whether an event instance is preparing to start.Return value
true if the event instance is preparing to start, otherwise, false.bool isStopping ( ) const#
Returns a value indicating whether an event instance is preparing to stop.Return value
true if the event instance is preparing to stop, otherwise, false.bool isStopped ( ) const#
Returns a value indicating whether an event instance is stopped.Return value
true if the event instance is stopped, otherwise, false.bool isSustaining ( ) const#
Returns a value indicating whether the timeline cursor is paused on a sustain point.Return value
true if the timeline cursor is paused on a sustain point, otherwise, false.bool isPlaying ( ) const#
Returns a value indicating whether an event instance is playing.Return value
true if the event instance is playing, otherwise, false.void play ( ) #
Starts playback. If the instance was already playing then calling this function will restart the event.void stop ( ) #
Stops playback.void release ( ) #
Marks the event instance for release. Event instances marked for release are destroyed by the asynchronous update when they are in the stopped state.void update ( ) #
Updates the position of the event instance in world space.void setParameter ( const char * name, float value ) #
Sets a parameter value by name.Arguments
- const char * name - Parameter name (case-insensitive) of an FMOD Studio event. (UTF-8 string)
- float value - Value for a given name.
float getParameter ( const char * name ) #
Returns a parameter value by name.Arguments
- const char * name - Parameter name (case-insensitive). (UTF-8 string)
Return value
Value for a given name.void setTransform ( const Math::Mat4& transform ) #
Sets the transformation matrix for the node in world coordinates.Arguments
- const Math::Mat4& transform - New transformation matrix to be set for the node (world coordinates).
void setParent ( const Ptr<Node> & parent ) #
Sets a new parent for the node. Transformations of the current node will be done in the coordinates of the parent.Arguments
void releaseFromDefinition ( ) #
Auxiliary function, not to be used.Last update:
2022-03-10
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