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Game Audio Module
A C++ audio system using miniaudio with Python bindings
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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. | |
| AudioSession & | operator= (AudioSession &&)=delete |
| AudioSession & | operator= (const AudioSession &)=delete |
Private Attributes | |
| bool | owns_init_ |
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.
| audio::AudioSession::AudioSession | ( | ) |
| audio::AudioSession::~AudioSession | ( | ) |
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delete |
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delete |
| void audio::AudioSession::Close | ( | ) |
Manually shut down if this session owns initialization.
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delete |
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delete |
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private |