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// Copyright (c) 2024 Melody Madeline Lyons
//
// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at https://mozilla.org/MPL/2.0/.
use fmod_sys::*;
use crate::{InitFlags, System, SystemBuilder};
#[cfg(doc)]
use crate::{Channel, OutputType, Sound};
use crate::{FmodResultExt, Result};
impl System {
/// A convenience function over [`SystemBuilder`] with sane defaults.
///
/// # Safety
///
/// See [`SystemBuilder::new`] for safety info.
pub unsafe fn new() -> Result<Self> {
unsafe { SystemBuilder::new() }?.build(0, InitFlags::NORMAL)
}
/// Close the connection to the output and return to an uninitialized state without releasing the object.
/// All pre-initialized configuration settings will remain and the System can be reinitialized as needed.
///
/// # Safety
///
/// Closing renders objects created with this System invalid.
/// Make sure any Sound, [`crate::ChannelGroup`], Geometry and DSP objects are released before calling this.
pub unsafe fn close(&self) -> Result<SystemBuilder> {
unsafe {
FMOD_System_Close(self.inner.as_ptr()).to_result()?;
Ok(SystemBuilder {
system: self.inner.as_ptr(),
thread_unsafe: false,
})
}
}
/// Closes and frees this object and its resources.
///
/// This will internally call [`System::close`], so calling [`System::close`] before this function is not necessary.
///
/// # Safety
///
/// [`System::release`] is not thread-safe. Do not call this function simultaneously from multiple threads at once.
pub unsafe fn release(&self) -> Result<()> {
unsafe { FMOD_System_Release(self.inner.as_ptr()).to_result() }
}
/// Updates the FMOD system.
///
/// Should be called once per 'game' tick, or once per frame in your application to perform actions such as:
/// - Panning and reverb from 3D attributes changes.
/// - Virtualization of Channels based on their audibility.
/// - Mixing for non-realtime output types. See comment below.
/// - Streaming if using [`InitFlags::STREAM_FROM_UPDATE`].
/// - Mixing if using [`InitFlags::MIX_FROM_UPDATE`]
/// - Firing callbacks that are deferred until Update.
/// - DSP cleanup.
///
/// If [`OutputType::NoSoundNRT`] or [`OutputType::WavWriterNRT`] output modes are used,
/// this function also drives the software / DSP engine, instead of it running asynchronously in a thread as is the default behavior.
/// This can be used for faster than realtime updates to the decoding or DSP engine which might be useful if the output is the wav writer for example.
///
/// If [`InitFlags::STREAM_FROM_UPDATE`]. is used, this function will update the stream engine.
/// Combining this with the non realtime output will mean smoother captured output.
pub fn update(&self) -> Result<()> {
unsafe { FMOD_System_Update(self.inner.as_ptr()).to_result() }
}
/// Suspend mixer thread and relinquish usage of audio hardware while maintaining internal state.
///
/// Used on mobile platforms when entering a backgrounded state to reduce CPU to 0%.
///
/// All internal state will be maintained, i.e. created [`Sound`] and [`Channel`]s will stay available in memory.
pub fn suspend_mixer(&self) -> Result<()> {
unsafe { FMOD_System_MixerSuspend(self.inner.as_ptr()).to_result() }
}
/// Resume mixer thread and reacquire access to audio hardware.
///
/// Used on mobile platforms when entering the foreground after being suspended.
///
/// All internal state will resume, i.e. created [`Sound`] and [`Channel`]s are still valid and playback will continue.
pub fn resume_mixer(&self) -> Result<()> {
unsafe { FMOD_System_MixerResume(self.inner.as_ptr()).to_result() }
}
}