◆ init()
void MADS::SoundManager::init |
( |
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 |
( |
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 |
( |
int |
volume | ) |
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◆ command()
void MADS::SoundManager::command |
( |
int |
commandId, |
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int |
param = 0 |
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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: