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<title>Castle Game Engine: CastleSoundAllocator: Class TSound</title>
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<a name="TSound"></a><h1 class="cio">Class TSound</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleSoundAllocator.html">CastleSoundAllocator</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TSound = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Sound (an allocated OpenAL sound source).</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TSound</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="CastleSoundAllocator.TSound.html#Create">Create</a></b>;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleSoundAllocator.TSound.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleSoundAllocator.TSound.html#Release">Release</a></b>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleSoundAllocator.TSound.html#PlayingOrPaused">PlayingOrPaused</a></b>: boolean;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#ALSource">ALSource</a></b>: TALuint read FALSource;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Used">Used</a></b>: boolean read FUsed default false;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Importance">Importance</a></b>: Integer read FImportance default 0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#UserData">UserData</a></b>: TObject read FUserData write FUserData;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#OnRelease">OnRelease</a></b>: <a href="CastleSoundAllocator.html#TSoundEvent">TSoundEvent</a> read FOnRelease write FOnRelease;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Position">Position</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FPosition write SetPosition;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Velocity">Velocity</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FVelocity write SetVelocity;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Looping">Looping</a></b>: boolean read FLooping write SetLooping;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Relative">Relative</a></b>: boolean read FRelative write SetRelative;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Gain">Gain</a></b>: Single read FGain write SetGain;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#MinGain">MinGain</a></b>: Single read FMinGain write SetMinGain;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#MaxGain">MaxGain</a></b>: Single read FMaxGain write SetMaxGain;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Buffer">Buffer</a></b>: <a href="CastleSoundAllocator.html#TSoundBuffer">TSoundBuffer</a> read FBuffer write SetBuffer;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#Pitch">Pitch</a></b>: Single read FPitch write SetPitch;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#RolloffFactor">RolloffFactor</a></b>: Single read FRolloffFactor write SetRolloffFactor;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#ReferenceDistance">ReferenceDistance</a></b>: Single read FReferenceDistance write SetReferenceDistance;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleSoundAllocator.TSound.html#MaxDistance">MaxDistance</a></b>: Single read FMaxDistance write SetMaxDistance;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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<p>
Create sound. This allocates actual OpenAL source. </p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleSoundAllocator.ENoMoreOpenALSources.html">ENoMoreOpenALSources</a></dt>
<dd>If no more sources available. It should be caught and silenced by <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">TSoundAllocator.AllocateSound</a>.</dd>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="Release"></a><code>procedure <b>Release</b>; virtual;</code></td>
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<p>
Stops playing the source, sets Used to <code>False</code>, and calls <a class="normal" href="CastleSoundAllocator.TSound.html#OnRelease">OnRelease</a> (if assigned).
<p>You can call this yourself if you want to stop playing the sound. It's preferable to call this (instead of manually calling alSourceStop), because this will immediately mark Used property as <code>False</code> and will call <a class="normal" href="CastleSoundAllocator.TSound.html#OnRelease">OnRelease</a>. Otherwise we would have to get source state at some time (they are checked in AllocateSound) and check it, then see that it's no longer playing.
<p>You can call this only when Used = <code>True</code>.</p>
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<td class="itemcode"><a name="PlayingOrPaused"></a><code>function <b>PlayingOrPaused</b>: boolean;</code></td>
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<p>
Is the sound playing or paused. This is almost always <code>True</code> for sounds returned by <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">TSoundAllocator.AllocateSound</a>, when it stops being <code>True</code> — the sound engine will realize it (soon), which will cause <a class="normal" href="CastleSoundAllocator.TSound.html#Release">Release</a> and <a class="normal" href="CastleSoundAllocator.TSound.html#OnRelease">OnRelease</a> being automatically called, and this <a class="normal" href="CastleSoundAllocator.TSound.html">TSound</a> may then be reused for playing other sounds.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="ALSource"></a><code>property <b>ALSource</b>: TALuint read FALSource;</code></td>
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<td class="itemcode"><a name="Used"></a><code>property <b>Used</b>: boolean read FUsed default false;</code></td>
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<p>
Do we play something. Sources that are not Used are simply OpenAL allocated sources that are not used right now, and will be used when we will need them.</p>
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<td class="itemcode"><a name="Importance"></a><code>property <b>Importance</b>: Integer read FImportance default 0;</code></td>
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<p>
The priority of keeping this source, relevant only when <a class="normal" href="CastleSoundAllocator.TSound.html#Used">Used</a>.
<p>Higher <code>Importance</code> means that it's more important to keep it. (I didn't name this property "Priority" so that it's obvious that higher <code>Importance</code> means more important sound).</p>
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<td class="itemcode"><a name="UserData"></a><code>property <b>UserData</b>: TObject read FUserData write FUserData;</code></td>
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<p>
Any data comfortable to keep here by the caller of <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">TSoundAllocator.AllocateSound</a>. It should be initialized after calling <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">TSoundAllocator.AllocateSound</a>, and should be finalized in <a class="normal" href="CastleSoundAllocator.TSound.html#OnRelease">OnRelease</a>.</p>
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<td class="itemcode"><a name="OnRelease"></a><code>property <b>OnRelease</b>: <a href="CastleSoundAllocator.html#TSoundEvent">TSoundEvent</a> read FOnRelease write FOnRelease;</code></td>
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<p>
Called when this OpenAL allocated sound will no longer be used. It may stop be used because there are more demanding sources (see <a class="normal" href="CastleSoundAllocator.TSound.html#Importance">Importance</a> and to keep MaxAllocatedSources) and we must assign this OpenAL sound slot to something else, or it may stop be used because it simply stopped playing.
<p>But note that we do not make any guarantees that sources that stopped playing will be immediately reported to <code>OnRelease</code>. In fact, a source may be considered in Used = <code>True</code> state for a long time until it stopped playing. That's not a problem for this unit — <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#AllocateSound">TSoundAllocator.AllocateSound</a> is smart, and it may actually check (and eventually mark with <a class="normal" href="CastleSoundAllocator.TSound.html#Release">Release</a>) whether some sources are in playing state, to avoid allocating unnecessary sources. However, if this is a problem for you (because e.g. you do some expensive operations to update all used sources every time) and you really desire <code>OnRelease</code> to be called quickly after sound stoppped playing, you may call <a class="normal" href="CastleSoundAllocator.TSoundAllocator.html#Refresh">TSoundAllocator.Refresh</a> from time to time.
<p>In this event you should make sure to delete all references to this sound, because the <a class="normal" href="CastleSoundAllocator.TSound.html">TSound</a> instance may be freed (or reused for other means) after calling <code>OnRelease</code>. For the same reason, after calling this, we always clear it (set <code>OnRelease</code> to <code>Nil</code>).
<p>It's guaranteed that when this will be called, <a class="normal" href="CastleSoundAllocator.TSound.html#Used">Used</a> will be <code>False</code> and <a class="normal" href="CastleSoundAllocator.TSound.html#PlayingOrPaused">PlayingOrPaused</a> will be <code>False</code>.</p>
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<td class="itemcode"><a name="Position"></a><code>property <b>Position</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FPosition write SetPosition;</code></td>
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<td class="itemcode"><a name="Velocity"></a><code>property <b>Velocity</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read FVelocity write SetVelocity;</code></td>
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<td class="itemcode"><a name="Looping"></a><code>property <b>Looping</b>: boolean read FLooping write SetLooping;</code></td>
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<td class="itemcode"><a name="Relative"></a><code>property <b>Relative</b>: boolean read FRelative write SetRelative;</code></td>
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<td class="itemcode"><a name="Gain"></a><code>property <b>Gain</b>: Single read FGain write SetGain;</code></td>
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<td class="itemcode"><a name="MinGain"></a><code>property <b>MinGain</b>: Single read FMinGain write SetMinGain;</code></td>
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<td class="itemcode"><a name="MaxGain"></a><code>property <b>MaxGain</b>: Single read FMaxGain write SetMaxGain;</code></td>
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<td class="itemcode"><a name="Buffer"></a><code>property <b>Buffer</b>: <a href="CastleSoundAllocator.html#TSoundBuffer">TSoundBuffer</a> read FBuffer write SetBuffer;</code></td>
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<td class="itemcode"><a name="Pitch"></a><code>property <b>Pitch</b>: Single read FPitch write SetPitch;</code></td>
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<td class="itemcode"><a name="RolloffFactor"></a><code>property <b>RolloffFactor</b>: Single read FRolloffFactor write SetRolloffFactor;</code></td>
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<td class="itemcode"><a name="ReferenceDistance"></a><code>property <b>ReferenceDistance</b>: Single read FReferenceDistance write SetReferenceDistance;</code></td>
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<td class="itemcode"><a name="MaxDistance"></a><code>property <b>MaxDistance</b>: Single read FMaxDistance write SetMaxDistance;</code></td>
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