ge211  2021.5.1
A student game engine
Sound_effect Class Reference

Detailed Description

A sound effect track, which can be attached to a Mixer channel and played.

A sound effect track may be empty or non-empty; only non-empty sound effects can actually be played.

Note that Sound_effect has few public member functions. However, an effect track can be passed to the Mixer member function Mixer::play_effect to play it.

Definition at line 124 of file ge211_audio.hxx.

+ Inheritance diagram for Sound_effect:
+ Collaboration diagram for Sound_effect:

Public Member Functions

 Sound_effect (const std::string &filename, const Mixer &)
 Loads a new sound effect track from a resource file. More...
 
 Sound_effect ()
 Default-constructs the empty sound effect track.
 
- Public Member Functions inherited from Audio_clip
bool empty () const
 Returns true if this audio clip is empty.
 
 operator bool () const
 Recognizes a non-empty audio clip. More...
 
void load (const std::string &, const Mixer &)
 Loads audio from a resource file into this audio clip instance. More...
 
bool try_load (const std::string &, const Mixer &)
 Attempts to load audio from a resource file into this Audio_clip instance. More...
 
void clear ()
 Unloads any audio data, leaving this Audio_clip empty.
 

Constructor & Destructor Documentation

◆ Sound_effect()

Sound_effect ( const std::string filename,
const Mixer mixer 
)

Loads a new sound effect track from a resource file.

Supported file formats may include WAV, MP3, OGG, FLAC, MID, and ABC. Which you actually get depends on which options were enabled when your copy of the SDL2_mixer library that ge211 links against was compiled.

Throws exceptions::File_error if the file cannot be opened, and exceptions::Mixer_error if the file format cannot be understood.

Definition at line 74 of file ge211_audio.cxx.


The documentation for this class was generated from the following files: