cAudio
2.3.0
3d Audio Engine
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7 #include "cAudioDefines.h"
8 #include "IRefCounted.h"
9 #include "IAudioDecoder.h"
13 #include "ISourceEventHandler.h"
23 virtual bool isValid()
const = 0;
24 virtual unsigned getBuffer()
const = 0;
25 virtual int getChannels()
const = 0;
27 virtual int getTotalAudioSize()
const = 0;
28 virtual float getTotalAudioTime()
const = 0;
47 virtual bool play2d(
const bool& toLoop =
false) = 0;
55 virtual bool play3d(
const cVector3& position,
const float& soundstr = 1.0 ,
const bool& toLoop =
false) = 0;
65 virtual void loop(
const bool& toLoop) = 0;
72 virtual bool seek(
const float& seconds,
bool relative =
false) = 0;
275 #if CAUDIO_EFX_ENABLED == 1
276 virtual unsigned int getNumEffectSlotsAvailable()
const = 0;
284 virtual bool attachEffect(
unsigned int slot, IEffect* effect) = 0;
289 virtual void removeEffect(
unsigned int slot) = 0;
295 virtual bool attachFilter(IFilter* filter) = 0;
298 virtual void removeFilter() = 0;
virtual float getPitch() const =0
Returns the pitch of the source.
virtual void unRegisterAllEventHandlers()=0
Removes all event handlers attached to this source.
virtual float getMinVolume() const =0
Returns the minimum volume that the source can be attenuated to.
virtual float getMaxDistance() const =0
Returns the distance from the source where attenuation will stop.
Applies reference counting to certain cAudio objects.
virtual void pause()=0
Pauses playback of the sound source.
virtual void setVelocity(const cVector3 &velocity)=0
Sets the current velocity of the source for doppler effects.
virtual float getMaxVolume() const =0
Returns the maximum volume that the source can achieve.
virtual void setOuterConeVolume(const float &outerVolume)=0
Sets how much the volume of the source is scaled in the outer cone.
virtual cVector3 getDopplerVelocity() const =0
Returns the override for the doppler velocity vector.
virtual float getRolloffFactor() const =0
Returns the factor used in attenuating the source over distance.
virtual bool isLooping() const =0
Returns if the source is looping.
virtual bool isPaused() const =0
Returns if the source is paused.
virtual IAudioBuffer * getBuffer()=0
Get the audio buffer associated with the source.
virtual void setOuterConeAngle(const float &outerAngle)=0
Sets the angle of the outer sound cone of the source. The cone opens up in the direction of the sourc...
virtual void loop(const bool &toLoop)=0
Controls whether the source should loop or not.
virtual int getTotalAudioSize()=0
Returns the total decoded size of the audio stream. See IAudioDecoder for details.
virtual float getTotalAudioTime()=0
Returns the total amount of time in the audio stream. See IAudioDecoder for details.
virtual bool update()=0
Normally called every frame by the audio manager to update the internal buffers. Note: For internal u...
interface for a sample (audio buffer): completely loaded into memory, shareable across sources
Class for manipulating vectors in 3D space.
virtual bool isStopped() const =0
Returns if the source is stopped.
Main namespace for the entire cAudio library.
virtual void setMaxAttenuationDistance(const float &maxDistance)=0
Sets the distance from the source where attenuation will stop.
virtual float getStrength() const =0
Returns the strength of the source.
virtual void setRolloffFactor(const float &rolloff)=0
Sets the factor used in attenuating the source over distance.
virtual float getMinDistance() const =0
Returns the distance from the source where attenuation will begin.
virtual cVector3 getVelocity() const =0
Returns the audio objects velocity.
virtual bool isValid() const =0
Returns if the source is ready to be used.
virtual void setStrength(const float &soundstrength)=0
Sets how well the source carries over distance.
virtual cVector3 getDirection() const =0
Returns the audio objects direction.
virtual bool seek(const float &seconds, bool relative=false)=0
Seeks through the audio stream to a specific spot.
virtual float getInnerConeAngle() const =0
Returns the angle of the inner sound cone of the source.
virtual bool isPlaying() const =0
Returns if the source is playing.
virtual void setVolume(const float &volume)=0
Sets the source volume before attenuation and other effects.
virtual float getVolume() const =0
Returns the source volume before attenuation and other effects.
virtual bool isRelative() const =0
Return true for 2d sounds, false for 3d sounds.
virtual void registerEventHandler(ISourceEventHandler *handler)=0
Registers a new event handler to this source.
Interface for event handlers on Audio Sources.
virtual void setInnerConeAngle(const float &innerAngle)=0
Sets the angle of the inner sound cone of the source. The cone opens up in the direction of the sourc...
virtual void unRegisterEventHandler(ISourceEventHandler *handler)=0
Removes a specified event handler from this source.
virtual void setDirection(const cVector3 &direction)=0
Sets the direction the source is facing.
virtual bool play3d(const cVector3 &position, const float &soundstr=1.0, const bool &toLoop=false)=0
Plays the source in 3D mode.
virtual cVector3 getPosition() const =0
Returns the audio objects position.
virtual void stop()=0
Stops playback of the sound source.
virtual int getCurrentCompressedAudioPosition()=0
Returns the current position in the original audio stream in bytes. See IAudioDecoder for details.
virtual bool setBuffer(IAudioBuffer *buffer)=0
Change the audio buffer associated with the source.
virtual int getCurrentAudioPosition()=0
Returns the current position in the decoded audio stream in bytes. See IAudioDecoder for details.
virtual void setPosition(const cVector3 &position)=0
Sets the position of the source in 3D space.
virtual void setMaxVolume(const float &maxVolume)=0
Sets the maximum volume that the source can achieve.
virtual float getDopplerStrength() const =0
Returns the doppler strength, which enhances or diminishes the doppler effect.
virtual void setDopplerStrength(const float &dstrength)=0
Sets the doppler strength, which enhances or diminishes the doppler effect. Can be used to exaggerate...
Interface for a single audio source, which allow you to manipulate sound sources (speakers) in 2D or ...
virtual bool play()=0
Plays the source with the last set parameters.
virtual bool play2d(const bool &toLoop=false)=0
Plays the source in 2D mode.
virtual float calculateGain() const =0
Return gain, taking into account volume as well as distance attenuation.
virtual void setMinDistance(const float &minDistance)=0
Sets the distance from the source where attenuation will begin.
virtual float getCurrentAudioTime()=0
Returns the current position in the audio stream in seconds. See IAudioDecoder for details.
virtual int getCompressedAudioSize()=0
Returns the original size of the audio stream. See IAudioDecoder for details.
virtual void setPitch(const float &pitch)=0
Sets the pitch of the source.
virtual float getOuterConeAngle() const =0
Returns the angle of the outer sound cone of the source.
virtual void setMinVolume(const float &minVolume)=0
Sets the minimum volume that the source can be attenuated to.
virtual void setDopplerVelocity(const cVector3 &dvelocity)=0
Overrides the doppler velocity vector. It is usually better to let the engine take care of it automat...
virtual void move(const cVector3 &position)=0
Convenience function to automatically set the velocity and position for you in a single call.
virtual float getOuterConeVolume() const =0
Returns how much the volume of the source is scaled in the outer cone.