Plasma Engine  2.0
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plAudioTriggerComponent Class Reference

Audio System Component that triggers an audio event. More...

#include <AudioTriggerComponent.h>

Inheritance diagram for plAudioTriggerComponent:

Public Member Functions

void Initialize () override
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
void OnActivated () override
 This method is called when the component gets activated.
 
void OnSimulationStarted () override
 This method is called once for active components, at the start of the next world update, but only when the world is simulated.
 
void OnDeactivated () override
 This method is called when the component gets deactivated.
 
void Deinitialize () override
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
 
void SerializeComponent (plWorldWriter &stream) const override
 Override this to save the current state of the component to the given stream.
 
void DeserializeComponent (plWorldReader &stream) override
 Override this to load the current state of the component from the given stream.
 
void SetOcclusionCollisionLayer (plUInt8 uiCollisionLayer)
 Sets the collision layer on which rays should hit when calculating obstruction and occlusion.
 
plUInt8 GetOcclusionCollisionLayer () const
 Gets the current occlusion collision layer.
 
void SetPlayTrigger (plString sName)
 Sets the name of the play trigger. If the provided name is the same than the current name, nothing will happen.
 
const plStringGetPlayTrigger () const
 Gets the name of the current play trigger.
 
void SetStopTrigger (plString sName)
 Sets the name of the stop trigger. If the provided name is the same than the current name, nothing will happen.
 
const plStringGetStopTrigger () const
 Gets the name of the current stop trigger.
 
const plEnum< plAudioSystemTriggerState > & GetState () const
 Gets the internal state of the play trigger.
 
bool IsLoading () const
 Returns whether the play trigger is currently being loaded.
 
bool IsReady () const
 Returns whether the play trigger is ready to be activated.
 
bool IsStarting () const
 Returns whether the play trigger is being activated.
 
bool IsPlaying () const
 Returns whether the play trigger has been activated and is currently playing.
 
bool IsStopping () const
 Returns whether the event is being stopped, either by activating the stop trigger if defined, or by stopping the event directly.
 
bool IsStopped () const
 Returns whether the play trigger has been activated and is currently stopped.
 
bool IsUnloading () const
 Returns whether the play trigger is being unloaded.
 
void Play (bool bSync=false)
 Activates the play trigger. If the play trigger was not loaded on initialization, this will load the play trigger the first time it's called.
 
void Stop (bool bSync=false)
 If a stop trigger is defined, this will activate it. Otherwise, the triggered event will be stopped.
 
- Public Member Functions inherited from plComponent
void SetActiveFlag (bool bEnabled)
 Sets the active flag of the component, which affects its active state.
 
bool GetActiveFlag () const
 Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'.
 
bool IsActive () const
 Checks whether this component is in an active state.
 
bool IsActiveAndInitialized () const
 Returns whether this component is active and initialized.
 
bool IsActiveAndSimulating () const
 Whether the component is currently active and simulation has been started as well.
 
plComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const plComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
plGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const plGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
plWorldGetWorld ()
 Returns the corresponding world for this component.
 
const plWorldGetWorld () const
 Returns the corresponding world for this component.
 
plComponentHandle GetHandle () const
 Returns a handle to this component.
 
plUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (plUInt32 uiUniqueID)
 Sets the unique id for this component.
 
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
 
void EnsureSimulationStarted ()
 Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
 
PL_ALWAYS_INLINE bool SendMessage (plMessage &ref_msg)
 Sends a message to this component.
 
PL_ALWAYS_INLINE bool SendMessage (plMessage &ref_msg) const
 
void PostMessage (const plMessage &msg, plTime delay=plTime::MakeZero(), plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
virtual bool HandlesMessage (const plMessage &msg) const
 Returns whether the given Message is handled by this component.
 
void SetUserFlag (plUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (plUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component.
 
- Public Member Functions inherited from plReflectedClass
virtual const plRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const plRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T >
PL_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Additional Inherited Members

- Static Public Member Functions inherited from plNoBase
static const plRTTIGetStaticRTTI ()
 
- Protected Member Functions inherited from plAudioSystemProxyDependentComponent
plAudioSystemDataID GetEntityId () const
 Get the ID of the entity referenced by the proxy.
 
- Protected Member Functions inherited from plComponent
 plComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
 
virtual plWorldModuleTypeId GetTypeId () const =0
 
virtual plComponentMode::Enum GetMode () const =0
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg)
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
virtual bool OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) const
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
bool IsInitialized () const
 
bool IsInitializing () const
 
bool IsSimulationStarted () const
 
- Protected Attributes inherited from plAudioSystemProxyDependentComponent
class plAudioProxyComponentm_pProxyComponent {nullptr}
 
- Protected Attributes inherited from plComponent
const plRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Detailed Description

Audio System Component that triggers an audio event.

This component takes as properties a mandatory play trigger an an optional stop trigger. The user should specify the name of the triggers as defined by the available audio controls loaded in the audio system. If the stop trigger is left empty, the component will send a StopEvent request to the audio system, that means the event triggered by the play trigger should be stoppable that way.

The component also exposes a property that allows to access the internal state through scripting.

Member Function Documentation

◆ Deinitialize()

void plAudioTriggerComponent::Deinitialize ( )
overridevirtual

This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.

This function is always called before destruction, even if the component is currently not active. The default implementation checks whether the component is currently active and will ensure OnDeactivated() gets called if necessary. For typical game code, prefer to use OnDeactivated().

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plAudioSystemProxyDependentComponent.

◆ DeserializeComponent()

void plAudioTriggerComponent::DeserializeComponent ( plWorldReader & inout_stream)
overridevirtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented from plComponent.

◆ GetState()

const plEnum< plAudioSystemTriggerState > & plAudioTriggerComponent::GetState ( ) const
nodiscard

Gets the internal state of the play trigger.

Returns
An plEnum with the value of the play trigger state.

◆ Initialize()

void plAudioTriggerComponent::Initialize ( )
overridevirtual

Can be overridden for basic initialization that depends on a valid hierarchy and position.

All trivial initialization should be done in the constructor. For typical game code, you should prefer to use OnSimulationStarted(). This method is called once for every component, after creation but only at the start of the next world update. Therefore the global position has already been computed and the owner plGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plAudioSystemProxyDependentComponent.

◆ IsLoading()

bool plAudioTriggerComponent::IsLoading ( ) const
nodiscard

Returns whether the play trigger is currently being loaded.

Returns
True if the play trigger is currently being loaded, false otherwise.

◆ IsPlaying()

bool plAudioTriggerComponent::IsPlaying ( ) const
nodiscard

Returns whether the play trigger has been activated and is currently playing.

Returns
True if the play trigger is currently playing, false otherwise.

◆ IsReady()

bool plAudioTriggerComponent::IsReady ( ) const
nodiscard

Returns whether the play trigger is ready to be activated.

Returns
True if the play trigger is ready to be activated, false otherwise.

◆ IsStarting()

bool plAudioTriggerComponent::IsStarting ( ) const
nodiscard

Returns whether the play trigger is being activated.

Returns
True if the play trigger is being activated, false otherwise.

◆ IsStopped()

bool plAudioTriggerComponent::IsStopped ( ) const
nodiscard

Returns whether the play trigger has been activated and is currently stopped.

Returns
True if the play trigger is currently stopped, false otherwise.

◆ IsStopping()

bool plAudioTriggerComponent::IsStopping ( ) const
nodiscard

Returns whether the event is being stopped, either by activating the stop trigger if defined, or by stopping the event directly.

Returns
True if the event is being stopped, false otherwise.

◆ IsUnloading()

bool plAudioTriggerComponent::IsUnloading ( ) const
nodiscard

Returns whether the play trigger is being unloaded.

Returns
True if the play trigger is currently being unloaded, false otherwise.

◆ OnActivated()

void plAudioTriggerComponent::OnActivated ( )
overridevirtual

This method is called when the component gets activated.

By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plComponent.

◆ OnDeactivated()

void plAudioTriggerComponent::OnDeactivated ( )
overridevirtual

This method is called when the component gets deactivated.

Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plComponent.

◆ OnSimulationStarted()

void plAudioTriggerComponent::OnSimulationStarted ( )
overridevirtual

This method is called once for active components, at the start of the next world update, but only when the world is simulated.

This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().

However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.

Additionally, OnSimulationStarted() is only ever executed once on a component, even if the plWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from plAudioSystemProxyDependentComponent.

◆ plAudioSystemComponentIsAbstract()

void plAudioTriggerComponent::plAudioSystemComponentIsAbstract ( )
inlineoverrideprivatevirtual

◆ Play()

void plAudioTriggerComponent::Play ( bool bSync = false)

Activates the play trigger. If the play trigger was not loaded on initialization, this will load the play trigger the first time it's called.

Parameters
bSyncWhether the request should be executed synchronously or asynchronously.

◆ SerializeComponent()

void plAudioTriggerComponent::SerializeComponent ( plWorldWriter & inout_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Reimplemented from plComponent.

◆ SetPlayTrigger()

void plAudioTriggerComponent::SetPlayTrigger ( plString sName)

Sets the name of the play trigger. If the provided name is the same than the current name, nothing will happen.

When setting a new name, the current event will be stopped if playing, but the new event will not be triggered automatically.

Parameters
sNameThe name of the play trigger.

◆ SetStopTrigger()

void plAudioTriggerComponent::SetStopTrigger ( plString sName)

Sets the name of the stop trigger. If the provided name is the same than the current name, nothing will happen.

Parameters
sNameThe name of the stop trigger.

◆ Stop()

void plAudioTriggerComponent::Stop ( bool bSync = false)

If a stop trigger is defined, this will activate it. Otherwise, the triggered event will be stopped.

Parameters
bSyncWhether the request should be executed synchronously or asynchronously.

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