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)