Nebula
Loading...
Searching...
No Matches
audiofeatureunit.h
Go to the documentation of this file.
1#pragma once
2//------------------------------------------------------------------------------
11#include "game/featureunit.h"
12#include "audio/audioserver.h"
13
14#define TIMESOURCE_AUDIO 'AUTS'
15
16//------------------------------------------------------------------------------
17namespace AudioFeature
18{
19
21{
24
25public:
26
31
32 void OnAttach();
33
34 void OnActivate();
35 void OnDeactivate();
36 virtual void OnBeginFrame();
37 virtual void OnRenderDebug();
38
39private:
41};
42
43} // namespace AudioFeature
44//------------------------------------------------------------------------------
Sets up and interfaces with the audio subsystem.
Definition audiofeatureunit.h:21
virtual void OnRenderDebug()
called when game debug visualization is on
Definition audiofeatureunit.cc:98
void OnAttach()
called from GameServer::AttachGameFeature()
Definition audiofeatureunit.cc:38
__DeclareClass(AudioFeatureUnit) __DeclareSingleton(AudioFeatureUnit) public ~AudioFeatureUnit()
destructor
Definition audiofeatureunit.cc:29
void OnActivate()
called after GameServer::AttachGameFeature()
Definition audiofeatureunit.cc:51
void OnDeactivate()
called before GameServer::RemoveGameFeature()
Definition audiofeatureunit.cc:73
virtual void OnBeginFrame()
called on begin of frame
Definition audiofeatureunit.cc:88
Ptr< Audio::AudioServer > audioServer
Definition audiofeatureunit.h:40
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:33
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition ptr.h:38
Definition audiofeatureunit.cc:14
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)