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audiomanager.h
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1#pragma once
2//------------------------------------------------------------------------------
9//------------------------------------------------------------------------------
10#include "core/refcounted.h"
11#include "core/singleton.h"
12#include "game/manager.h"
13#include "game/category.h"
14#include "audiofeature/components/audiofeature.h"
15
16namespace AudioFeature
17{
18
20{
23public:
25 virtual ~AudioManager();
26
27 void OnActivate() override;
28 void OnDeactivate() override;
29 void OnDecay() override;
30 void OnCleanup(Game::World* world) override;
31
32 static void InitAudioEmitter(Game::World*, Game::Entity, AudioEmitter*);
33};
34
35} // namespace AudioFeature
Definition audiomanager.h:20
virtual __DeclareClass(AudioManager) __DeclareSingleton(AudioManager) public ~AudioManager()
Definition audiomanager.cc:30
void OnDecay() override
called before cleaning up managed properties decay buffers
Definition audiomanager.cc:39
void OnCleanup(Game::World *world) override
called before unloading game state
Definition audiomanager.cc:222
void OnActivate() override
Definition audiomanager.cc:171
static void InitAudioEmitter(Game::World *, Game::Entity, AudioEmitter *)
Definition audiomanager.cc:57
void OnDeactivate() override
called when removed from game server
Definition audiomanager.cc:213
Managers are objects which care about some specific functionality of a feature.
Definition manager.h:32
A container of entities, their components, and processors.
Definition audiofeatureunit.cc:14
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35