This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Textures
Art Samples
Tutorials

Unigine::Plugins::FMOD::EventDescription Class

Header: #include <plugins/UnigineFMOD.h>
Notice
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

Properties

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.
Last update: 2021-12-13
Build: ()