Unigine::Plugins::FMOD::EventDescription Class
Header: | #include <plugins/Unigine/FMOD/UnigineFMOD.h> |
This set of functions is available when the FMOD plugin is loaded.
The description for an FMOD Studio Event.
Event descriptions belong to banks and can be queried after the relevant bank has been loaded. Event descriptions may be retrieved via path or GUID lookup, or by enumerating all descriptions in a bank.
EventDescription Class
Members
bool isSampleUnloading ( ) const#
Returns the sample data unloading state.Return value
true if the sample is unloading, otherwise, false.bool isSampleUnloaded ( ) const#
Returns the sample data unloaded state.Return value
true if the sample is unloaded, otherwise, false.bool isSampleLoading ( ) const#
Returns the sample data loading state.Return value
true if the sample is loading, otherwise, false.bool isSampleLoaded ( ) const#
Returns the sample data loaded state.Return value
true if the sample is loaded, otherwise, false.bool isSampleError ( ) const#
Returns the value indicating if the sample data has failed to load.Return value
true if the sample has failed to load, otherwise, false.bool isValid ( ) const#
Returns the value indicating if the event description is valid.Return value
true if the event description is valid, otherwise, false.int getLength ( ) const#
Returns the length of the timeline.Return value
Timeline length.bool isDopplerEnabled ( ) const#
Returns the value indicating if the doppler effect is enabled for the event.Return value
true if the doppler effect is enabled, otherwise, false.bool isOneShot ( ) const#
Returns the value indicating if the event is a oneshot event.Return value
true if the event is a oneshot event, otherwise, false.EventInstance * createEvent ( ) #
Creates a playable instance.Return value
EventInstance object.void releaseAllEvents ( ) #
Releases all instances.void loadSampleData ( ) #
Loads all non-streaming sample data.void unloadSampleData ( ) #
Unloads all non-streaming sample data. Sample data will not be unloaded until all instances of the event are released.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 releaseFromStudio ( ) #
Auxiliary function, should not be used.void update ( ) #
Updates the position of the event instance in world space.String getPath ( ) const#
Returns the path to the event description.Return value
Path.Last update:
2024-08-16
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)