Game Audio Module
A C++ audio system using miniaudio with Python bindings
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Public Member Functions | Private Attributes | List of all members
audio::AudioSession Class Reference

RAII wrapper that initializes audio on construction and shuts down on destruction. More...

#include <audio_session.h>

Public Member Functions

 AudioSession ()
 
 AudioSession (AudioSession &&)=delete
 
 AudioSession (const AudioSession &)=delete
 
 ~AudioSession ()
 
void Close ()
 Manually shut down if this session owns initialization.
 
AudioSessionoperator= (AudioSession &&)=delete
 
AudioSessionoperator= (const AudioSession &)=delete
 

Private Attributes

bool owns_init_
 

Detailed Description

RAII wrapper that initializes audio on construction and shuts down on destruction.

This provides an explicit but convenient lifecycle helper that aligns with constructor/destructor patterns in game engines while keeping AudioManager as the single point of control.

Constructor & Destructor Documentation

◆ AudioSession() [1/3]

audio::AudioSession::AudioSession ( )

◆ ~AudioSession()

audio::AudioSession::~AudioSession ( )

◆ AudioSession() [2/3]

audio::AudioSession::AudioSession ( const AudioSession )
delete

◆ AudioSession() [3/3]

audio::AudioSession::AudioSession ( AudioSession &&  )
delete

Member Function Documentation

◆ Close()

void audio::AudioSession::Close ( )

Manually shut down if this session owns initialization.

◆ operator=() [1/2]

AudioSession & audio::AudioSession::operator= ( AudioSession &&  )
delete

◆ operator=() [2/2]

AudioSession & audio::AudioSession::operator= ( const AudioSession )
delete

Member Data Documentation

◆ owns_init_

bool audio::AudioSession::owns_init_
private

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