alAudioSystemFunction namespace
Functions
-
auto getAudioSystemInfo(const al::
GameSystemInfo*) -> al:: AudioSystemInfo* -
auto getSeDataBase(const al::
AudioDirector*) -> al::SeDataBase* -
auto getBgmDataBase(const al::
AudioDirector*) -> al:: BgmDataBase* -
auto tryGetAudioStationedResource(const char*,
const char*) -> al::
Resource* -
auto tryGetAudioDebugStationedResource(const char*,
const char*) -> al::
Resource* -
auto addAudiioFrameProccess(al::
AudioDirector*, aal::IAudioFrameProcess*) -> bool -
void removeAudiioFrameProccess(al::
AudioDirector*, aal::IAudioFrameProcess*) - void tryLoadAddonSoundArchive(const char*, al::SeadAudioPlayer*)
-
void loadAudioResource(const char*,
al::
AudioInfoListWithParts<al::AudioResourceLoadGroupInfo>*, al::SeadAudioPlayer*, al::SeadAudioPlayer*) -
void destroyAudioResource(const char*,
al::
AudioInfoListWithParts<al::AudioResourceLoadGroupInfo>*, al::SeadAudioPlayer*, al::SeadAudioPlayer*) - auto tryFindAudioPlayerRegistedSoundMemoryPoolHandler(const char*, al::SeadAudioPlayer*, al::SeadAudioPlayer*) -> al::SeadAudioPlayer*
- auto tryDisableSoundMemoryPoolHandler(const char*, al::SeadAudioPlayer*) -> bool
- auto tryDisableSoundMemoryPoolHandlerByFilePath(const char*, al::SeadAudioPlayer*) -> bool
-
void setPadRumbleDirectorForSe(al::
AudioDirector*, al:: PadRumbleDirector*) -
auto getSeadAudioPlayerForSe(const al::
AudioSystem*) -> al::SeadAudioPlayer* -
auto getSeadAudioPlayerForBgm(const al::
AudioSystem*) -> al::SeadAudioPlayer* -
auto tryCreateBgmMusicalInfoList(const char*,
al::
BgmDataBase*) -> al::BgmMusicalInfo* -
void stopAllSound(const al::
AudioDirector*, s32, bool) -
void pauseAudioDirector(al::
AudioDirector*, bool, u32) -
void pauseAudioDirectorForDebug(al::
AudioDirector*, bool, u32) -
void pauseBgmDirector(al::
AudioDirector*, bool, u32) -
void pauseAllSeForDemo(const al::
AudioDirector*, bool, u32) -
void pauseAllSe(const al::
AudioDirector*, bool, u32) -
void startBgmDucking(const al::
AudioDirector*) -
void endBgmDucking(const al::
AudioDirector*) -
void clearBgmDataForStepOverScene(const al::
AudioDirector*) -
void softReset(const al::
AudioDirector*, const al:: AudioDirector*) -
void notifyIsModeHandheld(const al::
AudioDirector*, bool) -
auto getSeSoundHeapUsedSize(const al::
AudioDirector*) -> s32 -
auto getBgmSoundHeapUsedSize(const al::
AudioDirector*) -> s32 -
auto getHeapFreeSize(const al::
AudioDirector*) -> u64 -
auto getHeapSize(const al::
AudioDirector*) -> u64 -
void enableAudioMaximizer(const al::
GameSystemInfo*) -
void disableAudioMaximizer(const al::
GameSystemInfo*) - auto loadSoundItem(al::IUseSeadAudioPlayer*, u32, u32) -> bool
- auto isLoadedSoundItem(al::IUseSeadAudioPlayer*, u32) -> bool
- auto saveHeapState(al::IUseSeadAudioPlayer*) -> s32
- void loadHeapState(al::IUseSeadAudioPlayer*, s32)
- auto getCurrentHeapStateLevel(al::IUseSeadAudioPlayer*) -> s32
- auto getSoundResourceHeapFreeSize(al::IUseSeadAudioPlayer*) -> u64
-
void resetDataDependedStage(const al::
AudioDirector*, const char*, s32)