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Event

Amplitude event asset.

Inherits the following classes: SparkyStudios::Audio::Amplitude::Asset

Detailed Description

An event is used to apply a set of actions (synchronously or asynchronously) at a given time in the game.

This Event class is only referenced through an EventCanceler object, and it is managed by the Engine. Events can be triggered at runtime by using the Engine::Trigger() method:

amEngine->Trigger("an_event_name"); // You can also use the event ID, or its handle.

Public Functions inherited from SparkyStudios::Audio::Amplitude::Asset

See SparkyStudios::Audio::Amplitude::Asset

Type Name
virtual Id GetId () const = 0
Returns the unique ID of this asset.
virtual const AmString & GetName () const = 0
Gets the name of this asset.
virtual ~Asset () = default
Destroys the asset and all related resources.

The documentation for this class was generated from the following file: include/SparkyStudios/Audio/Amplitude/Core/Event.h