TurtleBrains  0.2.1
High quality, portable, C++ API for native application and game development.
TurtleBrains::Audio Namespace Reference

Bring some sound into the games created with TurtleBrains using a very simple fire and forget AudioManager. More...

Classes

class  AudioController
 
class  AudioManager
 

Typedefs

typedef tbCore::uint32 AudioHandle
 
typedef tbCore::uint32 AudioChannel
 

Variables

const AudioHandle kInvalidAudio
 
const AudioChannel kInvalidChannel
 
AudioManager theAudioManager
 

Detailed Description

TODO: TIM: Documentation: This is still early in development and the Audio framework is still being designed.

Typedef Documentation

This represents an audio channel, although the concept may become hidden behind a deeper wall as this is really an implementation detail of TurtleBrains.

An AudioHandle is a unique value for each unique sound created with the AudioManager. Use the handle to access the sound properties and to destroy any resources associated.

TODO: TIM: Implementation: Maybe this should be a tiny class/object that automatically cleans up resources? This may be removed, or changed, or other

Variable Documentation

const AudioHandle TurtleBrains::Audio::kInvalidAudio

This will be returned or set for audio handles that are invalid, not loaded, unset...

const AudioChannel TurtleBrains::Audio::kInvalidChannel

Represents an unused or invalid channel. The concept may become hidden as this is really an implementation detail of TurtleBrains.

AudioManager TurtleBrains::Audio::theAudioManager

Instead of creating your own AudioManager object, this is a way to access it as a singleton. This may turn into a pointer to the object, although the SoundManager api will remain the same.