14#define AUDIO_3D_LUA_NAME "Audio3D"
15#define AUDIO_3D_LUA_FLAG "cfAudio3D"
16#define CHECK_AUDIO_3D(L, arg) static_cast<Audio3D*>(CheckNodeLuaType(L, arg, AUDIO_3D_LUA_NAME, AUDIO_3D_LUA_FLAG));
20 static int SetSoundWave(lua_State* L);
21 static int GetSoundWave(lua_State* L);
22 static int SetInnerRadius(lua_State* L);
23 static int GetInnerRadius(lua_State* L);
24 static int SetOuterRadius(lua_State* L);
25 static int GetOuterRadius(lua_State* L);
26 static int SetVolume(lua_State* L);
27 static int GetVolume(lua_State* L);
28 static int SetPitch(lua_State* L);
29 static int GetPitch(lua_State* L);
30 static int SetStartOffset(lua_State* L);
31 static int GetStartOffset(lua_State* L);
32 static int SetPriority(lua_State* L);
33 static int GetPriority(lua_State* L);
34 static int SetAttenuationFunc(lua_State* L);
35 static int GetAttenuationFunc(lua_State* L);
36 static int SetLoop(lua_State* L);
37 static int GetLoop(lua_State* L);
38 static int SetAutoPlay(lua_State* L);
39 static int GetAutoPlay(lua_State* L);
40 static int GetPlayTime(lua_State* L);
42 static int IsAudible(lua_State* L);
44 static int PauseAudio(lua_State* L);
46 static int ResetAudio(lua_State* L);
void PlayAudio(uint32_t sourceIndex, SoundWave *soundWave, Audio3D *component, float volumeMult, float pitchMult, int32_t priority, glm::vec3 position, float innerRadius, float outerRadius, AttenuationFunc attenFunc, int32_t audioClass, bool loop, float startTime)
Definition AudioManager.cpp:162
void StopAudio(uint32_t sourceIndex)
Definition AudioManager.cpp:217
bool IsPlaying()
Definition Engine.cpp:1327