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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{
22public:
24 static Game::ManagerAPI Create();
25
27 static void Destroy();
28
29 static void InitAudioEmitter(Game::World*, Game::Entity, AudioEmitter*);
30
31private:
36
37 static void OnDecay();
38 static void OnCleanup(Game::World* world);
39};
40
41} // namespace AudioFeature
Definition audiomanager.h:20
~AudioManager()
destructor
Definition audiomanager.cc:29
static Game::ManagerAPI Create()
retrieve the api
Definition audiomanager.cc:170
static void InitAudioEmitter(Game::World *, Game::Entity, AudioEmitter *)
Definition audiomanager.cc:56
static void Destroy()
destroy entity manager
Definition audiomanager.cc:220
__DeclareSingleton(AudioManager)
static void OnCleanup(Game::World *world)
Definition audiomanager.cc:230
static void OnDecay()
Definition audiomanager.cc:38
Definition world.h:50
Definition audiofeatureunit.cc:14
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35
A Manager is just a bundle of function pointers to static or global functions that is called by the G...
Definition manager.h:33