Torque 3D 3.7

The following table lists classes in this documentation.

An async stream queue that writes sound packets to SFXBuffers in sync to the playback of an SFXVoice.
Sound packet queues use sample counts as tick counts. 
Asynchronous sound data stream that delivers sound data in discrete packets. 
Sound stream packets are raw byte buffers containing PCM sample data
Thread pool for sound I/O.
We are using a separate pool for sound packets in order to be able to submit packet items from different threads. This would violate the invariant of the global thread pool that only the main thread is feeding the queues.
Note that this also means that only at certain very well-defined points is it possible to safely flush the work item queue on this pool.
@note Don't use this directly but rather use THREAD_POOL() instead. This way, the sound code may be easily switched to using a common pool later on. 
Wrapper around SFXVoice that yields the raw underlying sample position rather than the virtualized position returned by SFXVoice::getPosition(). 
Buffer that uses wrap-around packet buffering.
This class automatically coordinates retrieval and submitting of sound packets and also protects against play cursors running beyond the last packet by making sure some silence is submitted after the last packet (does not count towards playback time).
@note Note that the reaction times of this class depend on the SFXDevice triggering timely SFXBuffer:update() calls. 
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