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
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Notice
This set of functions is available when the FMOD plugin is loaded.

This class is intended to cover the basics / primitives of sound.

FMODCore Class

Members


void close ( ) #

Closes the connection to the output and returns to an uninitialized state without releasing the object.

void release ( ) #

Closes and frees this object and its resources.

void update ( ) #

Updates the FMOD system.

void initCore ( int max_channels, int flags ) #

Initializes the system object and prepares FMOD for playback.

Arguments

  • int max_channels - Maximum number of Channel objects available for playback, also known as virtual channels. Virtual channels will play with minimal overhead, with a subset of 'real' voices that are mixed, and selected based on priority and audibility. Range: [0; 4095]
  • int flags - Initialization flags. More than one mode can be set at once by combining them with the OR operator.

Sound createSound ( string name_of_data, int mode ) #

Loads a sound into memory, opens it for streaming or sets it up for callback based sounds.

Arguments

  • string name_of_data - Name of the file or URL to open (UTF-8 string) or a pointer to a preloaded sound memory block.
  • int mode - Behavior modifier for opening the sound.

Return value

Newly created Sound object.

Sound createStream ( string url ) #

Creates a stream, for example, an internet stream to be used as a radio.

Arguments

  • string url - URL of the resource.

Return value

Newly created Sound object.

Channel playSound ( Sound * sound, ChannelGroup * channel_group, bool paused ) #

Plays a sound on a channel.

Arguments

  • Sound * sound - Sound to play.
  • ChannelGroup * channel_group - Group to output to instead of the master.
  • bool paused - Determines whether to start in the paused state. Start a Channel paused to allow altering attributes without it being audible, then follow it up with a call to ChannelControl::setPaused with paused = False.

Return value

Newly playing channel.

void setListener3DAttributes ( int listener, const Vec3 & position, const Vec3 & up, const Vec3 & forward, const Vec3 & velocity ) #

Sets the 3D attributes of the listener. Vectors must be provided in the correct handedness.

Arguments

  • int listener - Listener index.
  • const Vec3 & position - Position in world space used for panning and attenuation.
  • const Vec3 & up - Upwards orientation, must be of unit length (1.0) and perpendicular to forward.
  • const Vec3 & forward - Forwards orientation, must be of unit length (1.0) and perpendicular to up.
  • const Vec3 & velocity - Velocity in world space used for doppler.

void getListener3DAttributes ( int listener, Vec3 & position, Vec3 & up, Vec3 & forward, Vec3 & velocity ) #

Returns the 3D attributes of the listener.

Arguments

  • int listener - Listener index.
  • Vec3 & position - Position in world space.
  • Vec3 & up - Upwards orientation.
  • Vec3 & forward - Forwards orientation.
  • Vec3 & velocity - Velocity in world space.

Channel getChannel ( int index ) #

Returns the channel object at the specified index.

Arguments

  • int index - Channel index.

Return value

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