SoundBank¶
class SoundBank
Amplitude Sound Bank Asset.
A Sound Bank is a group of Amplitude assets, registered in a single binary. This way allows you to pack the needed data for your game as you want (ie. sound banks per levels). A sound bank need to be loaded by the Engine using Engine::LoadSoundBank()
before to play sounds and trigger events inside it. When the sound bank data should be released (ie. changing the level, closing the game, etc.), you need to unload the sound bank using Engine::UnloadSoundBank()
.
Functions¶
Name | Description |
---|---|
SoundBank | Creates an uninitialized SoundBank . |
SoundBank | Creates a sound bank from the given source file. |
Initialize | Initializes the sound bank by loading all the packed data. |
InitializeFromMemory | Initializes the sound bank by loading all the packed data. |
Deinitialize | Unloads the sound bank from the Engine. |
GetId | Returns the unique ID of this SoundBank. |
GetName | Returns the name of this SoundBank. |
GetSoundBankDefinition | Returns the definition data used to initialize this SoundBank. |
GetRefCounter | Gets the references counter of this instance. |
LoadSoundFiles | Load the sound files referenced in the sound bank. |
Function Details¶
Deinitialize¶
void Deinitialize(Engine* engine)
Unloads the sound bank from the Engine.
- Parameter
engine
- The engine instance from which unload the sound bank.
GetId¶
[[nodiscard]] AmBankID GetId() const
Returns the unique ID of this SoundBank.
- Return
- The SoundBank unique ID.
GetName¶
[[nodiscard]] const AmString& GetName() const
Returns the name of this SoundBank.
- Return
- The SoundBank name.
GetRefCounter¶
RefCounter* GetRefCounter()
Gets the references counter of this instance.
- Return
- The references counter.
GetSoundBankDefinition¶
[[nodiscard]] const SoundBankDefinition* GetSoundBankDefinition() const
Returns the definition data used to initialize this SoundBank.
- Return
- The sound bank definition data.
Initialize¶
bool Initialize(const AmOsString& filename, Engine* engine)
Initializes the sound bank by loading all the packed data.
- Parameter
filename
- The path to the sound bank file.
- Parameter
engine
- The engine instance in which load the sound bank.
- Return
true
when the operation succeeds,false
otherwise.
InitializeFromMemory¶
bool InitializeFromMemory(const char* fileData, Engine* engine)
Initializes the sound bank by loading all the packed data.
- Parameter
fileData
- The sound bank file content.
- Parameter
engine
- The engine instance in which load the sound bank.
- Return
true
when the operation succeeds,false
otherwise.
LoadSoundFiles¶
void LoadSoundFiles(const Engine* engine)
Load the sound files referenced in the sound bank.
- Parameter
engine
- The engine instance from which load the sound files.
Warning
This method should not be called directly. It is called automatically by the Engine
with the Engine::StartLoadSoundFiles()
method.
SoundBank¶
SoundBank()
Creates an uninitialized SoundBank
.
explicit SoundBank(const AmString& source)
Creates a sound bank from the given source file.
Warning
This constructor is for internal usage only.