OpenAL Source.
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#include <OpenAL.hh>
OpenAL Source.
This can be thought of as a speaker.
gazebo::util::OpenALSource::OpenALSource |
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virtual gazebo::util::OpenALSource::~OpenALSource |
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virtual |
std::vector<std::string> gazebo::util::OpenALSource::CollisionNames |
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const |
Get a vector of all the collision names.
- Returns
- All the collision names used to trigger audio playback on contact.
void gazebo::util::OpenALSource::FillBufferFromFile |
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const std::string & |
_audioFile | ) |
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Fill the OpenAL audio buffer with data from a sound file.
- Parameters
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[in] | _audioFile | Name and an audio file. |
bool gazebo::util::OpenALSource::FillBufferFromPCM |
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uint8_t * |
_pcmData, |
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unsigned int |
_dataCount, |
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int |
_sampleRate |
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Fill the OpenAL audio buffer from PCM data.
- Parameters
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[in] | _pcmData | Pointer to the PCM audio data. |
[in] | _dataCount | Size of the PCM data. |
[in] | _sampleRate | Sample rate for the PCM data. |
- Returns
- True on success.
std::vector<std::string> gazebo::util::OpenALSource::GetCollisionNames |
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const |
bool gazebo::util::OpenALSource::GetOnContact |
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const |
Return true if the audio source is played on contact with another object.
Contact is determine based on a set of collision objects.
- Returns
- True if audio is played on contact.
- See Also
- AddCollision()
- Deprecated:
- See OnContact() const
bool gazebo::util::OpenALSource::HasCollisionName |
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const std::string & |
_name | ) |
const |
Get whether the source has a collision name set.
- Parameters
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[in] | _name | Name of a collision to check for. |
- Returns
- True if the collision name was found.
bool gazebo::util::OpenALSource::IsPlaying |
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bool gazebo::util::OpenALSource::Load |
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sdf::ElementPtr |
_sdf | ) |
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Load the source from sdf.
- Parameters
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[in] | _sdf | SDF element parameters for an audio_source. |
- Returns
- True on success.
bool gazebo::util::OpenALSource::OnContact |
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const |
Return true if the audio source is played on contact with another object.
Contact is determine based on a set of collision objects.
- Returns
- True if audio is played on contact.
- See Also
- AddCollision()
void gazebo::util::OpenALSource::Pause |
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void gazebo::util::OpenALSource::Play |
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void gazebo::util::OpenALSource::Rewind |
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Rewind the sound to the beginning.
bool gazebo::util::OpenALSource::SetGain |
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float |
_g | ) |
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Set the pitch of the source.
- Parameters
-
- Returns
- True on success.
bool gazebo::util::OpenALSource::SetLoop |
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bool |
_state | ) |
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Set whether the source loops the audio.
- Parameters
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[in] | _state | True to cause playback to loop. |
- Returns
- True on success.
bool gazebo::util::OpenALSource::SetPitch |
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float |
_p | ) |
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Set the pitch of the source.
- Parameters
-
- Returns
- True on success.
bool gazebo::util::OpenALSource::SetPose |
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const ignition::math::Pose3d & |
_pose | ) |
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Set the position of the source.
- Parameters
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[in] | _pose | New pose of the source. |
- Returns
- True on success.
bool gazebo::util::OpenALSource::SetVelocity |
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const ignition::math::Vector3d & |
_vel | ) |
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Set the velocity of the source.
- Parameters
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[in] | _vel | New velocity of the source. |
- Returns
- True on success.
void gazebo::util::OpenALSource::Stop |
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The documentation for this class was generated from the following file: