11 #ifndef SYSTEM_H_INCLUDED
12 #define SYSTEM_H_INCLUDED
14 #include "headers/types.hpp"
15 #include "utils/vector.hpp"
16 #include "classes.hpp"
20 typedef Flt(*occlusionFunc)(
const Vec& source,
const Vec& listener);
36 reverb & getGlobalReverb();
41 const std::vector<device> & getDevices();
42 void openDevice(
const deviceSetup &
object, CHANNEL_TYPE conf = CT_AUTO);
43 void closeCurrentDevice();
56 occlusionFunc occlusionCallback();
59 system & setUnderWaterDepth(Flt value);
66 system& maxSounds(Int value); Int maxSounds();
80 #endif // SYSTEM_H_INCLUDED
Channels are used to control groups of sounds simultaniously.
Reverb objects are actually just a collection of reverb settings.
The Listener is a singleton object used to control your position in the virtual space.