EPOK RUNTIME
epok::psx_audio::Sequence
Struct
Struct
Struct declared by the audio module for SPU sound playback and voice ownership.
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 "audio.hpp"
epok::psx_audio::Sequence& value = /* obtain a valid instance from your game */;Fields and constants
bankExposes `bank` on `epok::psx_audio::Sequence` for the sequence data module.FielddataExposes `data` on `epok::psx_audio::Sequence` for the sequence data module.FieldpreparedExposes `prepared` on `epok::psx_audio::Sequence` for the sequence data module.FieldsizeExposes `size` on `epok::psx_audio::Sequence` for the sequence data module.FieldPublic methods
countPerforms `count` as part of the sequence data module.MethodeventsPerforms `events` as part of the sequence data module.MethodppqnPerforms `ppqn` as part of the sequence data module.MethodvalidPerforms `valid` as part of the sequence data module.MethodvoicesPerforms `voices` as part of the sequence data module.Method