Unigine.Plugins.FMOD.FMODCore Class
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, FMODEnums.INIT_FLAGS 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]
- FMODEnums.INIT_FLAGS 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, FMODEnums.FMOD_MODE 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.
- FMODEnums.FMOD_MODE 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[] OUT_sound, ChannelGroup[] OUT_channel_group, bool paused ) #
Plays a sound on a channel.Arguments
- Sound[]
OUT_sound - Sound to play.This output buffer is to be filled by the Engine as a result of executing the method.
- ChannelGroup[]
OUT_channel_group - Group to output to instead of the master.This output buffer is to be filled by the Engine as a result of executing the method.
- 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, vec3 position, vec3 up, vec3 forward, vec3 velocity ) #
Sets the 3D attributes of the listener. Vectors must be provided in the correct handedness.Arguments
- int listener - Listener index.
- vec3 position - Position in world space used for panning and attenuation.
- vec3 up - Upwards orientation, must be of unit length (1.0) and perpendicular to forward.
- vec3 forward - Forwards orientation, must be of unit length (1.0) and perpendicular to up.
- vec3 velocity - Velocity in world space used for doppler.
void GetListener3DAttributes ( int listener, out Vec3 position, out Vec3 up, out Vec3 forward, out Vec3 velocity ) #
Returns the 3D attributes of the listener.Arguments
- int listener - Listener index.
- out Vec3 position - Position in world space.
- out Vec3 up - Upwards orientation.
- out Vec3 forward - Forwards orientation.
- out 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.ChannelGroup CreateChannelGroup ( string name ) #
Create a ChannelGroup object.Arguments
- string name - Label for identification purposes, in the UTF-8 format.
Return value
Newly created group.Last update:
2023-03-15
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