Adds "Essentials" function page
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## `FAudioGMS_Init(spatialDistanceScale, timestep)`
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**Returns:** N/A (`undefined`)
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|Argument |Datatype|Description |
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|----------------------|--------|------------------------------------------------------|
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|`spatialDistanceScale`|number | |
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|`timestep` |number | |
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!> `FAudioGMS_Init()` must be called once at the very start of your game.
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## `FAudioGMS_Update()`
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**Returns:** N/A (`undefined`)
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|Argument|Datatype|Description|
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|--------|--------|-----------|
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|None | | |
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!> `FAudioGMS_Init()` must be called once every frame, usually in the Step event of a persistent instance. Ensure that this instance doesn't get deactivated if you're using instance deactivation for e.g. a pause screen.
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## `FAudioGMS_Destroy()`
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**Returns:** N/A (`undefined`)
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|Argument|Datatype|Description|
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|--------|--------|-----------|
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|None | | |
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## [Essentials](Functions-(Essentials))
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!> `FAudioGMS_Init()` and `FAudioGMS_Destroy()` are absolutely essential to FAudio playback. You should run `FAudioGMS_Init()` at the start of your game (usually on boot) and `FAudioGMS_Update()` should be run once every frame, usually in the Step event of a persistent instance.
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- `FAudioGMS_Init(spatialDistanceScale, timestep)`
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- `FAudioGMS_Update()`
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- `FAudioGMS_Destroy()`
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## [Loading Sound Assets](Functions-(Loading-Sound-Assets))
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- `FAudioGMS_StaticSound_LoadWAV(filePath)`
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- `FAudioGMS_StaticSound_CreateSoundInstance(staticSoundID)`
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- `FAudioGMS_StaticSound_Destroy(staticSoundID)`
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- `FAudioGMS_StreamingSound_LoadOGG(filepath)`
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## [Sound Instances](Functions-(Sound-Instances))
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- `FAudioGMS_SoundInstance_Play(soundInstanceID, loop)`
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- `FAudioGMS_SoundInstance_Pause(soundInstanceID)`
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- `FAudioGMS_SoundInstance_Stop(soundInstanceID)`
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- `FAudioGMS_SoundInstance_SetPan(soundInstanceID, pan)`
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- `FAudioGMS_SoundInstance_SetPitch(soundInstanceID, pitch)`
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- `FAudioGMS_SoundInstance_SetVolume(soundInstanceID, volume)`
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- `FAudioGMS_SoundInstance_Set3DPosition(soundInstanceID, x, y, z)`
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- `FAudioGMS_SoundInstance_Set3DVelocity(soundInstanceID, xVelocity, yVelocity, zVelocity)`
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- `FAudioGMS_SoundInstance_SetTrackPositionInSeconds(soundInstanceID, trackPositionInSeconds)`
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- `FAudioGMS_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds)`
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- `FAudioGMS_SoundInstance_SetLowPassFilter(soundInstanceID, lowPassFilter, Q)`
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- `FAudioGMS_SoundInstance_SetHighPassFilter(soundInstanceID, highPassFilter, Q)`
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- `FAudioGMS_SoundInstance_SetBandPassFilter(soundInstanceID, bandPassFilter, Q)`
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- `FAudioGMS_SoundInstance_GetPitch(soundInstanceID)`
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- `FAudioGMS_SoundInstance_GetVolume(soundInstanceID)`
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- `FAudioGMS_SoundInstance_GetTrackLengthInSeconds(soundInstanceID)`
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- `FAudioGMS_SoundInstance_GetTrackPositionInSeconds(soundInstanceID)`
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- `FAudioGMS_SoundInstance_Destroy(soundInstanceID)`
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- `FAudioGMS_SoundInstance_DestroyWhenFinished(soundInstanceID)`
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## [Effect Chains](Functions-(Effect-Chains))
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- `FAudioGMS_EffectChain_Create()`
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- `FAudioGMS_EffectChain_AddDefaultReverb(effectChainID)`
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- `FAudioGMS_EffectChain_AddReverb(...)`
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- `FAudioGMS_EffectChain_Destroy(effectChainID)`
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- `FAudioGMS_SoundInstance_SetEffectChain(soundInstanceID, effectChainID, effectGain)`
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- `FAudioGMS_SoundInstance_SetEffectGain(soundInstanceID, effectGain)`
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- `FAudioGMS_SetMasteringEffectChain(effectChainID, effectGain)`
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- `FAudioGMS_SetMasteringEffectGain(effectGain)`
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## [Global Properties](Functions-(Global-Properties))
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- `FAudioGMS_SetListenerPosition(x, y, z)`
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- `FAudioGMS_SetListenerVelocity(xVelocity, yVelocity, zVelocity)`
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- `FAudioGMS_PauseAll()`
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- `FAudioGMS_ResumeAll()`
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- `FAudioGMS_StopAll`
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