ezEngine  Release 25.03
ezFmodEventComponent Class Reference

Represents a sound (called an 'event') in the FMOD sound system. More...

#include <FmodEventComponent.h>

Inheritance diagram for ezFmodEventComponent:

Public Member Functions

virtual void SerializeComponent (ezWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream. More...
 
void SetPaused (bool b)
 
bool GetPaused () const
 
void SetUseOcclusion (bool b)
 
bool GetUseOcclusion () const
 
void SetOcclusionCollisionLayer (ezUInt8 uiCollisionLayer)
 
ezUInt8 GetOcclusionCollisionLayer () const
 
void SetOcclusionThreshold (float fThreshold)
 
float GetOcclusionThreshold () const
 
void SetPitch (float f)
 
float GetPitch () const
 
void SetVolume (float f)
 
float GetVolume () const
 
void SetSoundEvent (const ezFmodSoundEventResourceHandle &hSoundEvent)
 
const ezFmodSoundEventResourceHandleGetSoundEvent () const
 
void SetShowDebugInfo (bool bShow)
 
bool GetShowDebugInfo () const
 
void SetNoGlobalPitch (bool bEnable)
 If set, the global game speed does not affect the pitch of this event. More...
 
bool GetNoGlobalPitch () const
 
void Restart ()
 Will start the sound, if it was not playing. Will restart the sound, if it was already playing. If the sound was paused so far, this will change the paused state to playing.
 
void StartOneShot ()
 Plays a completely new sound at the location of this component and with all its current properties. More...
 
void StopSound (bool bImmediate)
 Stops the current sound from playing. Typically allows the sound to fade out briefly, unless specified otherwise.
 
void SoundCue ()
 Triggers an FMOD sound cue. Whatever that is useful for.
 
ezFmodParameterId FindParameter (const char *szName) const
 Tries to find the FMOD event parameter by name. Returns the parameter id or -1, if no such parameter exists.
 
void SetParameter (ezFmodParameterId paramId, float fValue)
 Sets an FMOD event parameter value. See FindParameter() for the index.
 
float GetParameter (ezFmodParameterId paramId) const
 Gets an FMOD event parameter value. See FindParameter() for the index. Returns 0, if the index is invalid.
 
void SetEventParameter (const char *szParamName, float fValue)
 Sets an event parameter via name lookup, so this is less efficient than SetParameter()
 
void OnMsgSetFloatParameter (ezMsgSetFloatParameter &ref_msg)
 Allows one to set event parameters through the generic ezMsgSetFloatParameter message. More...
 
- Public Member Functions inherited from ezComponent
void SetActiveFlag (bool bEnabled)
 Sets the active flag of the component, which affects its active state. More...
 
bool GetActiveFlag () const
 Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. More...
 
bool IsActive () const
 Checks whether this component is in an active state. More...
 
bool IsActiveAndInitialized () const
 Returns whether this component is active and initialized. More...
 
bool IsActiveAndSimulating () const
 Whether the component is currently active and simulation has been started as well. More...
 
ezComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const ezComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
ezGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const ezGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
ezWorldGetWorld ()
 Returns the corresponding world for this component.
 
const ezWorldGetWorld () const
 Returns the corresponding world for this component.
 
ezComponentHandle GetHandle () const
 Returns a handle to this component.
 
ezUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (ezUInt32 uiUniqueID)
 Sets the unique id for this component.
 
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
 
void EnsureSimulationStarted ()
 Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
 
EZ_ALWAYS_INLINE bool SendMessage (ezMessage &ref_msg)
 Sends a message to this component.
 
EZ_ALWAYS_INLINE bool SendMessage (ezMessage &ref_msg) const
 
void PostMessage (const ezMessage &msg, ezTime delay=ezTime::MakeZero(), ezObjectMsgQueueType::Enum queueType=ezObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
virtual bool HandlesMessage (const ezMessage &msg) const
 Returns whether the given Message is handled by this component.
 
void SetUserFlag (ezUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (ezUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds ezObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the ezObjectFlags::CreatedByPrefab flag is set on this component.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const ezRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T >
EZ_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Public Attributes

ezEnum< ezOnComponentFinishedActionm_OnFinishedAction
 

Protected Member Functions

virtual void OnSimulationStarted () override
 This method is called once for active components, at the start of the next world update, but only when the world is simulated. More...
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated. More...
 
void OnMsgDeleteGameObject (ezMsgDeleteGameObject &msg)
 
void Update ()
 
void UpdateParameters (FMOD::Studio::EventInstance *pInstance)
 
void UpdateOcclusion ()
 
void InvalidateResource (bool bTryToRestore)
 Called when the event resource has been unloaded (for a reload)
 
- Protected Member Functions inherited from ezComponent
 ezComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
 
virtual ezWorldModuleTypeId GetTypeId () const =0
 
virtual ezComponentMode::Enum GetMode () const =0
 
virtual void Initialize ()
 Can be overridden for basic initialization that depends on a valid hierarchy and position. More...
 
virtual void Deinitialize ()
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. More...
 
virtual void OnActivated ()
 This method is called when the component gets activated. More...
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg)
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More...
 
virtual bool OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) const
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More...
 
bool IsInitialized () const
 
bool IsInitializing () const
 
bool IsSimulationStarted () const
 

Protected Attributes

bool m_bPaused
 
bool m_bUseOcclusion
 
ezUInt8 m_uiOcclusionThreshold
 
ezUInt8 m_uiOcclusionCollisionLayer
 
float m_fPitch
 
float m_fVolume
 
ezInt32 m_iTimelinePosition = -1
 
ezUInt32 m_uiOcclusionStateIndex = ezInvalidIndex
 
ezFmodSoundEventResourceHandle m_hSoundEvent
 
FMOD::Studio::EventDescription * m_pEventDesc
 
FMOD::Studio::EventInstance * m_pEventInstance
 
ezEventMessageSender< ezMsgFmodSoundFinishedm_SoundFinishedEventSender
 
- Protected Attributes inherited from ezComponent
const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Friends

class ezComponentManagerSimple< class ezFmodEventComponent, ezComponentUpdateType::WhenSimulating >
 

Additional Inherited Members

- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Detailed Description

Represents a sound (called an 'event') in the FMOD sound system.

Provides functions to start, pause, stop a sound, set parameters, change volume, pitch etc.

Member Function Documentation

◆ DeserializeComponent()

void ezFmodEventComponent::DeserializeComponent ( ezWorldReader inout_stream)
overridevirtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented from ezFmodComponent.

◆ OnDeactivated()

void ezFmodEventComponent::OnDeactivated ( )
overrideprotectedvirtual

This method is called when the component gets deactivated.

Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezComponent.

◆ OnMsgSetFloatParameter()

void ezFmodEventComponent::OnMsgSetFloatParameter ( ezMsgSetFloatParameter ref_msg)

Allows one to set event parameters through the generic ezMsgSetFloatParameter message.

Requires event parameter lookup via a name, so this is less efficient than SetParameter().

◆ OnSimulationStarted()

void ezFmodEventComponent::OnSimulationStarted ( )
overrideprotectedvirtual

This method is called once for active components, at the start of the next world update, but only when the world is simulated.

This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().

However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.

Additionally, OnSimulationStarted() is only executed once, even if the ezWorld pauses and resumes world simulation multiple times. However, note that it will be called again after the component has been deactivated and is activated again.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezComponent.

◆ SetNoGlobalPitch()

void ezFmodEventComponent::SetNoGlobalPitch ( bool  bEnable)

If set, the global game speed does not affect the pitch of this event.

This is important for global sounds, such as music or UI effects, so that they always play at their regular speed, even when the game is in slow motion.

◆ StartOneShot()

void ezFmodEventComponent::StartOneShot ( )

Plays a completely new sound at the location of this component and with all its current properties.

Pitch, volume, position, direction and velocity are copied to the new sound instance. The new sound event then plays to the end and cannot be controlled through this component any further. If the referenced FMOD sound event is not a "one shot" event, this function is ignored. The event that is controlled through this component is unaffected by this.


The documentation for this class was generated from the following files: