EPOK RUNTIME
epok::AudioComponent
Class
Class
Shared audio without a transform.
Basic usage
This minimal snippet shows the normal syntax for reaching the type. Open a member below for an operation-specific example.
C++ example
#include "object_model.hpp"
epok::AudioComponent& value = /* obtain a valid instance from your game */;Fields and constants
Public methods
begin_playplay_on_start policy.Methodbind_localPerforms `bind local` as part of the object model module.Methodbind_slotBind to the legacy slot's AudioSource, or to component-owned storage.Methodclass_idPerforms `class id` as part of the object model module.Methodend_playEnds play as part of the object model module.Methodentity_slotPerforms `entity slot` as part of the object model module.Methodis_playingReports whether playing as part of the object model module.Methodon_disableDeactivation and teardown stop both kinds: lifecycle.hpp::set_active stops a legacy slot's audio through the slot table, and stopping an already stopped source is a no-op, so the two paths are idempotent rather than conflicting.Methodowns_sourceTrue only for component-owned storage.MethodplayStarts play as part of the object model module.MethodreleasableComponent-owned storage stays quarantined while an asynchronous consumer (the XA music service) still points at it, mirroring allocate_actor_data's legacy-slot rule.MethodstopStops stop as part of the object model module.Method