YSE sound engine
1.0
cross platform sound engine
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Public Member Functions | |
Bool | init () |
void | update () |
void | close () |
reverb & | getGlobalReverb () |
const std::vector< device > & | getDevices () |
void | openDevice (const deviceSetup &object, CHANNEL_TYPE conf=CT_AUTO) |
void | closeCurrentDevice () |
system & | occlusionCallback (Flt(*func)(const YSE::Vec &, const YSE::Vec &)) |
occlusionFunc | occlusionCallback () |
system & | underWaterFX (const channel &target) |
system & | setUnderWaterDepth (Flt value) |
system & | maxSounds (Int value) |
Int | maxSounds () |
Flt | cpuLoad () |
void | sleep (UInt ms) |
Definition at line 22 of file system.hpp.
reverb& YSE::system::getGlobalReverb | ( | ) |
Get a reference to the global reverb object.
It's not active by default, but when enabled, these reverb settings will be used when there's no other reverb active at the current position. If one or more reverbs are partially active (rolloff distance) the global reverb is added partially.