Holds decoded PCM audio data as an engine asset.
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#include <AudioAsset.h>
Holds decoded PCM audio data as an engine asset.
Definition at line 13 of file AudioAsset.h.
◆ Audio()
| Engine::Assets::Audio::Audio |
( |
bool | initEcsData = false | ) |
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explicit |
◆ ~Audio()
| Engine::Assets::Audio::~Audio |
( |
| ) |
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overridedefault |
◆ getChannels()
| uint32_t Engine::Assets::Audio::getChannels |
( |
| ) |
const |
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inlinenodiscard |
◆ getDurationSeconds()
| float Engine::Assets::Audio::getDurationSeconds |
( |
| ) |
const |
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inlinenodiscard |
◆ getFrameCount()
| uint64_t Engine::Assets::Audio::getFrameCount |
( |
| ) |
const |
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inlinenodiscard |
◆ getPcmData()
| const std::vector< float > & Engine::Assets::Audio::getPcmData |
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| ) |
const |
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inlinenodiscard |
◆ getSampleRate()
| uint32_t Engine::Assets::Audio::getSampleRate |
( |
| ) |
const |
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inlinenodiscard |
◆ setAudioData()
| void Engine::Assets::Audio::setAudioData |
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AudioData && | audioData | ) |
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Sets the decoded audio data.
- Parameters
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| audioData | Decoded PCM data from AudioLoader (moved in) |
◆ unload()
| void Engine::Assets::Audio::unload |
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| ) |
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overridevirtual |
Unloads the audio data and releases resources.
Reimplemented from Asset::AssetBase.
◆ updateLoadingState()
| void Engine::Assets::Audio::updateLoadingState |
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| ) |
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overridevirtual |
Updates the loading state based on data availability.
Reimplemented from Asset::AssetBase.
◆ channels_
| uint32_t Engine::Assets::Audio::channels_ = 0 |
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private |
◆ durationSeconds_
| float Engine::Assets::Audio::durationSeconds_ = 0.0f |
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private |
◆ frameCount_
| uint64_t Engine::Assets::Audio::frameCount_ = 0 |
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private |
◆ pcmData_
| std::vector<float> Engine::Assets::Audio::pcmData_ |
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private |
◆ sampleRate_
| uint32_t Engine::Assets::Audio::sampleRate_ = 0 |
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private |
The documentation for this class was generated from the following file:
- /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Audio/AudioAsset.h