10 struct GlobalStreamInfo;
11 struct GlobalGraphicsConfig;
12 struct GlobalInputConfig;
13 struct GlobalNetworkConfig;
Core::GlobalGraphicsConfig & get_global_graphics_config()
Gets the graphics configuration from the default engine.
Nodes::NodeConfig & get_node_config()
void set_journal_component_filter(const std::vector< Journal::Component > &component, bool enabled)
Enables or disables logging for specific journal components.
Core::GlobalInputConfig & get_global_input_config()
Gets the input configuration from the default engine.
uint32_t get_buffer_size()
Gets the buffer size from the default engine.
void set_node_config(const Nodes::NodeConfig &config)
Sets the node configuration for the default engine.
bool load_config_from_file(const std::string &path)
Load engine configuration from a JSON file, applying any present fields to the pre-Init config struct...
void store_journal_entries(const std::string &file_name)
Stores journal entries to a file by adding a FileSink to the Archivist.
void set_journal_severity(Journal::Severity severity)
Sets the minimum severity level for journal entries to be logged.
void sink_journal_to_console()
Outputs journal entries to the console by adding a ConsoleSink to the Archivist NOTE: This records th...
void set_journal_context_filter(const std::vector< Journal::Context > &context, bool enabled)
Enables or disables logging for specific journal contexts.
uint32_t get_sample_rate()
Gets the sample rate from the default engine.
Core::GlobalStreamInfo & get_global_stream_info()
Gets the stream configuration from the default engine.
uint32_t get_num_out_channels()
Gets the number of output channels from the default engine.
Core::GlobalNetworkConfig & get_global_network_config()
Gets the network configuration from the default engine.
@ Nodes
DSP Generator and Filter Nodes, graph pipeline, node management.
@ Core
Core engine, backend, subsystems.
bool is_engine_configured()
Checks if the default engine has currently accepted all configurations and initialized all managers.
Main namespace for the Maya Flux audio engine.