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Audio::Mixer * | _mixer |
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bool & | _soundFlag |
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OPL::OPL * | _opl = nullptr |
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ASound * | _driver = nullptr |
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bool | _pollSoundEnabled = false |
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bool | _soundPollFlag = false |
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bool | _newSoundsPaused = false |
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Common::Queue< int > | _queuedCommands |
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int | _masterVolume = 255 |
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◆ loadDriver()
| virtual void MADS::SoundManager::loadDriver |
( |
int |
sectionNum | ) |
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protectedpure virtual |
◆ init()
| void MADS::SoundManager::init |
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int |
sectionNumber | ) |
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Initializes the sound driver for a given game section
◆ 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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◆ setEnabled()
| void MADS::SoundManager::setEnabled |
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bool |
flag | ) |
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Sets the enabled status of the sound True if sound should be enabled
◆ pauseNewCommands()
| void MADS::SoundManager::pauseNewCommands |
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Temporarily pause the playback of any new sound commands
◆ startQueuedCommands()
| void MADS::SoundManager::startQueuedCommands |
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Stop queueing sound commands, and execute any previously queued ones
◆ setVolume()
| void MADS::SoundManager::setVolume |
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int |
volume | ) |
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◆ command()
| int MADS::SoundManager::command |
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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
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| commandid | Command Id to execute |
| param | Optional paramater specific to a few commands |
◆ stop()
| void MADS::SoundManager::stop |
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| ) |
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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: