Polyphase Game Engine
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Audio3d_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4#include "Log.h"
5#include "Engine.h"
6
7#include "Nodes/3D/Audio3d.h"
8
11
12#if LUA_ENABLED
13
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));
17
18struct Audio3D_Lua
19{
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);
41 static int IsPlaying(lua_State* L);
42 static int IsAudible(lua_State* L);
43 static int PlayAudio(lua_State* L);
44 static int PauseAudio(lua_State* L);
45 static int StopAudio(lua_State* L);
46 static int ResetAudio(lua_State* L);
47
48 static void Bind();
49};
50
51#endif
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