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audio_context.hpp
Go to the documentation of this file.
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#pragma once
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#include <
toast/audio/assets.hpp
>
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#include <
toast/world/node.hpp
>
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struct
FMOD_STUDIO_BANK;
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namespace
toast {
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class
TOAST_API [[ToastNode, Color(
"Beige"
)]]
AudioContext
:
public
Node {
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public
:
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void
addBank(
const
assets::Handle<assets::AudioBank>
& bank);
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void
removeBank(
assets::Handle<assets::AudioBank>
bank);
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[[Button(
"Reload Banks"
)]]
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void
reload();
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private
:
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void
updateInspectorMessages()
override
;
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void
init();
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void
destroy();
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[[
Reflect
]]
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std::vector<assets::Handle<assets::AudioBank>> m_banks;
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std::mutex m_load_lock;
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[[
Reflect
, ReadOnly]]
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std::vector<std::string> m_events;
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std::vector<std::pair<assets::Handle<assets::AudioBank>, FMOD_STUDIO_BANK*>> m_loaded_banks;
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};
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}
assets.hpp
assets::Handle
Type-safe smart pointer for assets.
Definition
core_types.hpp:149
toast::AudioContext
Handles loading and loading AudioBanks.
Definition
audio_context.hpp:23
toast::Reflect
Definition
reflect.hpp:244
node.hpp
Base object type for the scene graph.
engine
src
toast
audio
nodes
audio_context.hpp
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