Plasma Engine  2.0
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plAudioProxyComponent Class Reference

Component that represent an audio entity in the scene graph. More...

#include <AudioProxyComponent.h>

Inheritance diagram for plAudioProxyComponent:

Public Member Functions

void Initialize () override
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
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.
 
plAudioSystemDataID GetEntityId () const
 Gets the assigned Audio System Entity ID to this game object.
 
void Unregister (bool bForce=false) const
 Unregisters this proxy from the audio system.
 
- 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.
 
virtual void SerializeComponent (plWorldWriter &inout_stream) const
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (plWorldReader &inout_stream)
 Override this to load the current state of the component from the given stream.
 
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.
 
- Public Member Functions inherited from plRefCounted
virtual ~plRefCounted ()=default
 Adds a virtual destructor.
 
- Public Member Functions inherited from plRefCountingImpl
 plRefCountingImpl ()=default
 Constructor.
 
 plRefCountingImpl (const plRefCountingImpl &rhs)
 
void operator= (const plRefCountingImpl &rhs)
 
plInt32 AddRef () const
 Increments the reference counter. Returns the new reference count.
 
plInt32 ReleaseRef () const
 Decrements the reference counter. Returns the new reference count.
 
bool IsReferenced () const
 Returns true if the reference count is greater than 0, false otherwise.
 
plInt32 GetRefCount () const
 Returns the current reference count.
 

Protected Member Functions

void Update ()
 
- 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
 
virtual void OnActivated ()
 This method is called when the component gets activated.
 
virtual void OnDeactivated ()
 This method is called when the component gets deactivated.
 
virtual void OnSimulationStarted ()
 This method is called once for active components, at the start of the next world update, but only when the world is simulated.
 
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
 

Friends

class plAudioSystemProxyDependentComponent
 

Additional Inherited Members

- Static Public Member Functions inherited from plNoBase
static const plRTTIGetStaticRTTI ()
 
- 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

Component that represent an audio entity in the scene graph.

Audio proxies captures position and orientation data from the owner game object and pass them to the audio system to update entity transformation.

Audio components can't work without an audio proxy, since it is used to identify which entity has made a request. With that fact, exactly one audio proxy component should be present in the game object willing to send audio requests. If no audio proxy component is detected at the initialization of the scene, one will be created automatically, hence, it is not required to add this component manually in the editor.

Member Function Documentation

◆ Deinitialize()

void plAudioProxyComponent::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 plComponent.

◆ GetEntityId()

plAudioSystemDataID plAudioProxyComponent::GetEntityId ( ) const
nodiscard

Gets the assigned Audio System Entity ID to this game object.

Entity ids are automatically assigned at the start of the simulation. They may change each time the game is simulated. You should not assert that the same ID will always be assigned to the same game object every time.

◆ Initialize()

void plAudioProxyComponent::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 plComponent.

◆ plAudioSystemComponentIsAbstract()

void plAudioProxyComponent::plAudioSystemComponentIsAbstract ( )
inlineoverrideprivatevirtual

◆ Unregister()

void plAudioProxyComponent::Unregister ( bool bForce = false) const

Unregisters this proxy from the audio system.

Note that the proxy will be unregistered only if it is not referenced anymore, unless bForce is set to true.

Parameters
bForceIndicates if the entity should be unregistered even if some audio components depends on it.

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