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static void | timerCallback (void *data) |
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| enum | DriverType {
SOUND_ADLIB,
SOUND_MT32,
SOUND_GM,
SOUND_PCSPEAKER,
SOUND_PAS
} |
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static const uint32 | UPDATE_DELTA |
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◆ loadDriver()
| virtual void MADS::SoundManager::loadDriver |
( |
int |
sectionNum | ) |
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protectedpure virtual |
◆ validate()
| virtual void MADS::SoundManager::validate |
( |
| ) |
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pure virtual |
◆ init()
| void MADS::SoundManager::init |
( |
int |
sectionNumber | ) |
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Initializes the sound driver for a given game section
◆ isLoaded()
| bool MADS::SoundManager::isLoaded |
( |
| ) |
const |
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inline |
Returns true if a driver is loaded
◆ isDriverActive()
| bool MADS::SoundManager::isDriverActive |
( |
| ) |
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Returns whether the current driver reports an active sound.
◆ usesPCSpeaker()
| bool MADS::SoundManager::usesPCSpeaker |
( |
| ) |
const |
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inline |
Returns whether the selected driver family uses PC speaker data.
◆ closeDriver()
| void MADS::SoundManager::closeDriver |
( |
| ) |
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Stop any currently active sound and remove the driver
◆ removeDriver()
| void MADS::SoundManager::removeDriver |
( |
| ) |
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◆ pauseNewCommands()
| void MADS::SoundManager::pauseNewCommands |
( |
| ) |
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Temporarily pause the playback of any new sound commands
◆ startQueuedCommands()
| virtual void MADS::SoundManager::startQueuedCommands |
( |
| ) |
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virtual |
◆ setVolume()
| void MADS::SoundManager::setVolume |
( |
int |
volume | ) |
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◆ command()
| int MADS::SoundManager::command |
( |
int |
commandId, |
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int |
param = 0 |
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) |
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Executes a command on the sound driver
- Parameters
-
| commandid | Command Id to execute |
| param | Optional paramater specific to a few commands |
◆ stop()
| void MADS::SoundManager::stop |
( |
| ) |
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Stops any currently playing sound
◆ noise()
| void MADS::SoundManager::noise |
( |
| ) |
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Noise Some sort of random noise generation?
The documentation for this class was generated from the following file: