SoAudioRenderAction(3)

πŸ“¦ version 3.1.3, in fedora 43, fedora 44

🌸 SoAudioRenderAction β€” NAME πŸ’–

okay bestie, welcome to SoAudioRenderAction(3) from the Library Functions Manual πŸ’… and literally the whole vibe of this class is: it renders the aural parts of the scene graph. Like, the sound. The audio. The part your ears get. 🎧✨


πŸŽ€ SYNOPSIS πŸŽ€

#include <Inventor/actions/SoAudioRenderAction.h>

Inherits SoAction. Yes she's a nepo baby of SoAction and she slays anyway. πŸ‘‘

✨ Public Member Functions ✨

  • virtual SoType getTypeId (void) const β€” returns her whole type identity, icon behavior.

πŸ’œ Public Member Functions inherited from SoAction

  • virtual ~SoAction (void) β€” destructor, say bye bye πŸ‘‹
  • virtual SbBool isOfType (SoType type) const β€” is she that type? vibe check βœ…
  • virtual void apply (SoNode *root) β€” run it on a node
  • virtual void apply (SoPath *path) β€” run it on a path
  • virtual void apply (const SoPathList &pathlist, SbBool obeysrules=FALSE) β€” run it on a whole path list, obeysrules defaults to FALSE
  • void apply (SoAction *beingApplied) β€” apply from another action
  • virtual void invalidateState (void) β€” state? invalidated. periodt
  • AppliedCode getWhatAppliedTo (void) const β€” what did she get applied to
  • SoNode * getNodeAppliedTo (void) const β€” gimme the node
  • SoPath * getPathAppliedTo (void) const β€” gimme the path
  • const SoPathList * getPathListAppliedTo (void) const β€” gimme the path list
  • const SoPathList * getOriginalPathListAppliedTo (void) const β€” gimme the original path list, the og 🫢
  • SbBool isLastPathListAppliedTo (void) const β€” was that the last path list
  • PathCode getPathCode (int &numindices, const int *&indices) β€” get the path code
  • void traverse (SoNode *const node) β€” go walk the scene graph, main character energy
  • SbBool hasTerminated (void) const β€” did she terminate
  • const SoPath * getCurPath (void) β€” the current path
  • SoState * getState (void) const β€” the current state
  • PathCode getCurPathCode (void) const β€” current path code
  • virtual SoNode * getCurPathTail (void) β€” the tail of the current path
  • void usePathCode (int &numindices, const int *&indices) β€” use that path code
  • void pushCurPath (const int childindex, SoNode *node=NULL) β€” push current path, node defaults to NULL
  • void popCurPath (const PathCode prevpathcode) β€” pop it with the previous path code
  • void pushCurPath (void) β€” push, no args
  • void popPushCurPath (const int childindex, SoNode *node=NULL) β€” pop then push, node defaults to NULL
  • void popCurPath (void) β€” pop, no args
  • void switchToPathTraversal (SoPath *path) β€” switch to path traversal mode
  • void switchToNodeTraversal (SoNode *node) β€” switch to node traversal mode

πŸ’– Static Public Member Functions πŸ’–

  • static SoType getClassTypeId (void) β€” the class type id
  • static void addMethod (const SoType type, SoActionMethod method) β€” add a method
  • static void enableElement (const SoType type, const int stackindex) β€” enable an element
  • static void initClass (void) β€” set up the class
  • static void callDoAction (SoAction *action, SoNode *node) β€” call do action
  • static void callAudioRender (SoAction *action, SoNode *node) β€” call audio render πŸ”Š the whole point, honestly

🌈 Static Public Member Functions inherited from SoAction

  • static void initClass (void)
  • static void initClasses (void)
  • static SoType getClassTypeId (void)
  • static void nullAction (SoAction *action, SoNode *node)

πŸ¦‹ Protected Member Functions πŸ¦‹

  • virtual const SoEnabledElementsList & getEnabledElements (void) const β€” the list of enabled elements
  • virtual void beginTraversal (SoNode *node) β€” kick off the traversal

🧚 Protected Member Functions inherited from SoAction

  • SoAction (void)
  • virtual void endTraversal (SoNode *node)
  • void setTerminated (const SbBool flag)
  • virtual SbBool shouldCompactPathList (void) const

⭐ Static Protected Member Functions ⭐

  • static SoEnabledElementsList * getClassEnabledElements (void)
  • static SoActionMethodList * getClassActionMethods (void)

🌸 Static Protected Member Functions inherited from SoAction

  • static SoEnabledElementsList * getClassEnabledElements (void)
  • static SoActionMethodList * getClassActionMethods (void)

πŸ’… Additional Inherited Members πŸ’…

πŸŽ€ Public Types inherited from SoAction

  • enum AppliedCode { NODE = 0, PATH = 1, PATH_LIST = 2 }
  • enum PathCode { NO_PATH = 0, IN_PATH = 1, BELOW_PATH = 2, OFF_PATH = 3 }

πŸ“ Protected Attributes inherited from SoAction

  • SoState * state
  • SoActionMethodList * traversalMethods

Detailed Description 🫢

The SoAudioRenderAction class renders the aural parts of the scene graph. that's the whole job description bestie, and she does it flawlessly. 😌

Applying this method at a root node for a scene graph, path or pathlist will render all sound-related nodes contained within that instance to the current SoAudioDevice. so like, every sound node hiding in there gets sent straight to the audio device. no cap. πŸ”Šβœ¨


Member Function Documentation πŸ’œ

SoType SoAudioRenderAction::getTypeId (void ) const [virtual]

Returns the type identification of an action derived from a class inheriting SoAction. This is used for run-time type checking and "downward" casting.

Usage example:

void bar(SoAction * action)
{
  if (action->getTypeId() == SoGLRenderAction::getClassTypeId()) {
    // safe downward cast, know the type
    SoGLRenderAction * glrender = (SoGLRenderAction *)action;
  }
  return; // ignore if not renderaction
}

For application programmers wanting to extend the library with new actions: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through Inventor/nodes/SoSubAction.h: SO_ACTION_SOURCE, SO_ACTION_INIT_CLASS and SO_ACTION_CONSTRUCTOR.

For more information on writing Coin extensions, see the SoAction class documentation.

Returns the actual type id of an object derived from a class inheriting SoAction. Needs to be overridden in all subclasses.

Implements SoAction. πŸ’«

bestie if you're writing a subclass you MUST override this one, it's not optional, it's giving mandatory.

void SoAudioRenderAction::addMethod (const SoType type, SoActionMethod method) [static]

This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. πŸ™ˆ like, not for you, sorry babe, it's private business.

void SoAudioRenderAction::enableElement (const SoType type, const int stackindex) [static]

This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. πŸ’€ same energy as above, internal-only, iykyk.

const SoEnabledElementsList & SoAudioRenderAction::getEnabledElements (void ) const [protected], [virtual]

Returns a list of the elements used by action instances of this class upon traversal operations.

Reimplemented from SoAction. 🌈

void SoAudioRenderAction::beginTraversal (SoNode * node) [protected], [virtual]

This virtual method is called from SoAction::apply(), and is the entry point for the actual scenegraph traversal. ✨

It can be overridden to initialize the action at traversal start, for specific initializations in the action subclasses inheriting SoAction.

Default method just calls traverse(), which any overridden implementation of the method must do too (or call SoAction::beginTraversal()) to trigger the scenegraph traversal.

okay so if you override this, you literally have to call traverse() (or SoAction::beginTraversal()) or nothing happens. don't skip it, that's the whole assignment. 😭

Reimplemented from SoAction. πŸ’–


Author πŸŽ€

Generated automatically by Doxygen for Coin from the source code. yeah, a robot wrote this, she's an icon, she's a legend, and she is the moment. πŸ€–βœ¨


and that's the whole page bestie!! this was Coin, Version 3.1.3, and you were reading SoAudioRenderAction(3). go render some audio and slay πŸ’…πŸ”ŠπŸ’–

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