Plasma Engine  2.0
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plFmodEventComponent Class Reference

Represents a sound (called an 'event') in the Fmod sound system. More...

#include <FmodEventComponent.h>

Inheritance diagram for plFmodEventComponent:

Public Member Functions

virtual void SerializeComponent (plWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (plWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream.
 
void SetPaused (bool b)
 
bool GetPaused () const
 
void SetUseOcclusion (bool b)
 
bool GetUseOcclusion () const
 
void SetOcclusionCollisionLayer (plUInt8 uiCollisionLayer)
 
plUInt8 GetOcclusionCollisionLayer () const
 
void SetOcclusionThreshold (float fThreshold)
 
float GetOcclusionThreshold () const
 
void SetPitch (float f)
 
float GetPitch () const
 
void SetVolume (float f)
 
float GetVolume () const
 
void SetSoundEventFile (const char *szFile)
 
const char * GetSoundEventFile () const
 
void SetSoundEvent (const plFmodSoundEventResourceHandle &hSoundEvent)
 
const plFmodSoundEventResourceHandleGetSoundEvent () const
 
void SetShowDebugInfo (bool bShow)
 
bool GetShowDebugInfo () const
 
void Restart ()
 Will start the sound, if it was not playing. Will restart the sound, if it was already playing. If the sound was paused so far, this will change the paused state to playing.
 
void StartOneShot ()
 Plays a completely new sound at the location of this component and with all its current properties.
 
void StopSound (bool bImmediate)
 Stops the current sound from playing. Typically allows the sound to fade out briefly, unless specified otherwise.
 
void SoundCue ()
 Triggers an Fmod sound cue. Whatever that is useful for.
 
plFmodParameterId FindParameter (const char *szName) const
 Tries to find the Fmod event parameter by name. Returns the parameter id or -1, if no such parameter exists.
 
void SetParameter (plFmodParameterId paramId, float fValue)
 Sets an Fmod event parameter value. See FindParameter() for the index.
 
float GetParameter (plFmodParameterId paramId) const
 Gets an Fmod event parameter value. See FindParameter() for the index. Returns 0, if the index is invalid.
 
void SetEventParameter (const char *szParamName, float fValue)
 Sets an event parameter via name lookup, so this is less efficient than SetParameter()
 
void OnMsgSetFloatParameter (plMsgSetFloatParameter &ref_msg)
 Allows one to set event parameters through the generic plMsgSetFloatParameter message.
 
- 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.
 

Public Attributes

plEnum< plOnComponentFinishedActionm_OnFinishedAction
 

Protected Member Functions

virtual 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.
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated.
 
void OnMsgDeleteGameObject (plMsgDeleteGameObject &msg)
 
void Update ()
 
void UpdateParameters (FMOD::Studio::EventInstance *pInstance)
 
void UpdateOcclusion ()
 
void InvalidateResource (bool bTryToRestore)
 Called when the event resource has been unloaded (for a reload)
 
- 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 Initialize ()
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
virtual void Deinitialize ()
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
 
virtual void OnActivated ()
 This method is called when the component gets activated.
 
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

bool m_bPaused
 
bool m_bUseOcclusion
 
plUInt8 m_uiOcclusionThreshold
 
plUInt8 m_uiOcclusionCollisionLayer
 
float m_fPitch
 
float m_fVolume
 
plInt32 m_iTimelinePosition = -1
 
plUInt32 m_uiOcclusionStateIndex = plInvalidIndex
 
plFmodSoundEventResourceHandle m_hSoundEvent
 
FMOD::Studio::EventDescription * m_pEventDesc
 
FMOD::Studio::EventInstance * m_pEventInstance
 
plEventMessageSender< plMsgFmodSoundFinishedm_SoundFinishedEventSender
 
- 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.
 

Friends

class plComponentManagerSimple< class plFmodEventComponent, plComponentUpdateType::WhenSimulating >
 

Additional Inherited Members

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

Detailed Description

Represents a sound (called an 'event') in the Fmod sound system.

Provides functions to start, pause, stop a sound, set parameters, change volume, pitch etc.

Member Function Documentation

◆ DeserializeComponent()

void plFmodEventComponent::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 plFmodComponent.

◆ OnDeactivated()

void plFmodEventComponent::OnDeactivated ( )
overrideprotectedvirtual

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.

◆ OnMsgSetFloatParameter()

void plFmodEventComponent::OnMsgSetFloatParameter ( plMsgSetFloatParameter & ref_msg)

Allows one to set event parameters through the generic plMsgSetFloatParameter message.

Requires event parameter lookup via a name, so this is less efficient than SetParameter().

◆ OnSimulationStarted()

void plFmodEventComponent::OnSimulationStarted ( )
overrideprotectedvirtual

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 plComponent.

◆ plFmodComponentIsAbstract()

virtual void plFmodEventComponent::plFmodComponentIsAbstract ( )
inlineoverrideprivatevirtual

Implements plFmodComponent.

◆ SerializeComponent()

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

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

Reimplemented from plFmodComponent.

◆ SetPitch()

void plFmodEventComponent::SetPitch ( float f)
Todo
Global pitch might better be a bus setting

◆ StartOneShot()

void plFmodEventComponent::StartOneShot ( )

Plays a completely new sound at the location of this component and with all its current properties.

Pitch, volume, position, direction and velocity are copied to the new sound instance. The new sound event then plays to the end and cannot be controlled through this component any further. If the referenced Fmod sound event is not a "one shot" event, this function is ignored. The event that is controlled through this component is unaffected by this.


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