module

GSDL::AudioManager

Class methods

clear_all

Unloads all managed audio assets from memory and destroys the mixer.

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fade_out_channel(channel_id : Int32, duration_ms : Int32)
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get(key : String) : GSDL::Audio

Retrieves a loaded audio by its key.

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load(key : String, path_key : String, category : String | Nil = nil) : GSDL::Audio

Loads an audio file based on the mode (release/debug).

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load_from_memory(key : String, io : SDL3::IOStream, category : String | Nil = nil) : GSDL::Audio

Loads audio from raw byte data and associates it with a key

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mixer
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play_sound(id : Symbol, loops : Int32 = 0) : Int32

Plays a sound effect on the first available channel (track from the pool)

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prune_dead_references

Housekeeping Maintenance Pass (Call during scene transitions)

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register_pair(key : Symbol, val : String, category : String | Nil = nil)
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register_runtime(mappings : Hash(Symbol, String))
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register_runtime(mappings : NamedTuple)
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setup

Sets up the AudioManager. This should be called once at the start of the application.

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stop_channel(channel_id : Int32)
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track_owners
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tracks
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unload(key : String) : Nil

Unloads a specific audio from memory.

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Macros

register(mappings, category = nil)
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