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SND_IAudioDevice.h

/**
 * $Id: SND_IAudioDevice.h,v 1.5 2002/12/27 13:10:58 mein Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */
#ifndef SND_IAUDIODEVICE
#define SND_IAUDIODEVICE

#include "SND_SoundObject.h"
#include "SND_CDObject.h"
#include "SND_WaveCache.h"
#include "SND_WaveSlot.h"
#include "MT_Matrix3x3.h"

00041 class SND_IAudioDevice
{
public:

      /**
       * constructor
       */
00048       SND_IAudioDevice() {};

      /**
       * destructor
       */
00053       virtual ~SND_IAudioDevice() {};

      /**
       * check to see if initialization was successfull
       *
       * @return indication of succes
       */
      virtual bool IsInitialized()=0;

      /**
       * get the wavecache (which does sample (un)loading)
       *
       * @return pointer to the wavecache
       */
      virtual SND_WaveCache* GetWaveCache() const =0;

      /**
       * loads a sample into the device
       *
       * @param samplename    the name of the sample
       * @param memlocation   pointer where the sample is stored
       * @param size                size of the sample in memory
       *
       * @return pointer to the slot with sample data
       */
      virtual SND_WaveSlot* LoadSample(const STR_String& samplename,
                                                       void* memlocation,
                                                       int size)=0;

      /**
       * remove a sample from the wavecache
       *
       * @param filename      pointer to filename
       */
//    virtual     void RemoveSample(const char* filename)=0;
      
      /**
       * remove all samples from the wavecache
       */
      virtual     void RemoveAllSamples()=0;

      /**
       * get a new id from the device
       *
       * @param pObject pointer to soundobject
       *
       * @return indication of success
       */
      virtual bool GetNewId(SND_SoundObject* pObject)=0;
      
      /**
       * clear an id
       *
       * @param pObject pointer to soundobject
       */
      virtual void ClearId(SND_SoundObject* pObject)=0;
      
      /**
       * initialize the listener
       */
      virtual void InitListener()=0;
      
      /**
       * set the value of the propagation speed relative to which the 
       * source velocities are interpreted.
       * f' = DOPPLER_FACTOR * f * (DOPPLER_VELOCITY - Vl) / (DOPPLER_VELOCITY + Vo)
       * f:  frequency in sample (soundobject)
     * f': effective Doppler shifted frequency
       * Vl: velocity listener
       * Vo: velocity soundobject
       *
       * @param dopplervelocity     scaling factor for doppler effect
       */
      virtual void SetDopplerVelocity(MT_Scalar dopplervelocity) const =0;
      
      /**
       * set a scaling to exaggerate or deemphasize the Doppler (pitch) 
       * shift resulting from the calculation.
       * f' = DOPPLER_FACTOR * f * (DOPPLER_VELOCITY - Listener_velocity )/(DOPPLER_VELOCITY + object_velocity )
       *
       * @param dopplerfactor scaling factor for doppler effect
       */
      virtual void SetDopplerFactor(MT_Scalar dopplerfactor) const =0;
      
      /**
       * set the roll-off factor
       *
       * @param rollofffactor a global volume scaling factor
       */
      virtual     void SetListenerRollOffFactor(MT_Scalar rollofffactor) const =0;

      /**
       * make the context the current one
       */
      virtual void MakeCurrent() const =0;

      /**
       * update the device
       */
      virtual void NextFrame() const =0;

      /**
       * set the volume of the listener.
       *
       * @param gain    the mastergain
       */
      virtual void SetListenerGain(float gain) const =0;

      /**
       * connect the buffer with the source
       *
       * @param id            the id of the object
       * @param buffer  the buffer the sample is stored in
       */
      virtual void SetObjectBuffer(int id, unsigned int buffer)=0; 

      /**
       * pause playback of the cd
       * @param id      the id of the object
       *
       * @return the state the object is in
       */
      virtual int GetPlayState(int id) =0;

      /**
       * play a sound belonging to an object.
       *
       * @param id      the id of the object
       */
      virtual void PlayObject(int id) =0;
      
      /**
       * stop a sound belonging to an object.
       *
       * @param id      the id of the object
       */
      virtual void StopObject(int id) const =0;
      
      /**
       * stop all sounds.
       */
      virtual void StopAllObjects()=0;
      
      /**
       * pause the sound belonging to an object.
       *
       * @param id      the id of the object
       */
      virtual void PauseObject(int id) const =0;

      /**
       * set the sound to looping or non-looping.
       *
       * @param id      the id of the object
       * @param loopmode      type of looping (no loop, normal, bidirectional)
       */
      virtual void SetObjectLoop(int id, unsigned int loopmode) const =0;
      
      /**
       * set the looppoints of a sound
       *
       * @param id      the id of the object
       * @param loopstart     the startpoint of the loop (in samples)
       * @param loopend the endpoint of the loop (in samples)
       */
      virtual void SetObjectLoopPoints(int id, unsigned int loopstart, unsigned int loopend) const =0;

      /**
       * set the pitch of the sound.
       *
       * @param id      the id of the object
       * @param pitch   the pitch
       */
      virtual void SetObjectPitch(int id, MT_Scalar pitch) const =0;
      
      /**
       * set the gain of the sound.
       *
       * @param id      the id of the object
       * @param gain    the gain
       */
      virtual void SetObjectGain(int id, MT_Scalar gain) const =0;
      
      /**
       * ROLLOFF_FACTOR is per-Source parameter the application can use to increase or decrease
       * the range of a source by decreasing or increasing the attenuation, respectively. The 
       * default value is 1. The implementation is free to optimize for a ROLLOFF_FACTOR value 
       * of 0, which indicates that the application does not wish any distance attenuation on 
       * the respective Source. 
       *
       * @param id            the id of the object
       * @param rolloff a per-source volume scaling factor
       */
      virtual void SetObjectRollOffFactor(int id, MT_Scalar rolloff) const =0;

      /**
       * min_gain indicates the minimal gain which is always guaranteed for this sound
       *
       * @param id            the id of the object
       * @param mingain the minimum gain of the object
       */
      virtual void SetObjectMinGain(int id, MT_Scalar mingain) const =0;

      /**
       * max_gain indicates the maximal gain which is always guaranteed for this sound
       *
       * @param id            the id of the object
       * @param maxgain the maximum gain of the object
       */
      virtual void SetObjectMaxGain(int id, MT_Scalar maxgain) const =0;
      /**
       * set the distance at which the Listener will experience gain.
     * G_dB = GAIN - 20*log10(1 + ROLLOFF_FACTOR*(dist-REFERENCE_DISTANCE)/REFERENCE_DISTANCE );
       *
       * @param id                        the id of the object
       * @param referencedistance   the distance at which the listener will start hearing
       */
      virtual void SetObjectReferenceDistance(int id, MT_Scalar referencedistance) const =0;

      /**
       * set the position, velocity and orientation of a sound.
       *
       * @param id                  the id of the object
       * @param position            the position of the object
       * @param velocity            the velocity of the object
       * @param orientation   the orientation of the object
       * @param lisposition   the position of the listener
       * @param rollofffactor the rollofffactor of the object
       */
      virtual void SetObjectTransform(int id,
                                                      const MT_Vector3& position,
                                                      const MT_Vector3& velocity,
                                                      const MT_Matrix3x3& orientation,    
                                                      const MT_Vector3& lisposition,
                                                      const MT_Scalar& rollofffactor) const =0;

      /**
       * make a sound 2D
       *
       * @param id      the id of the object
       */
      virtual void ObjectIs2D(int id) const =0;

      /**
       * tell the device we want cd suppport
       */
      virtual void UseCD() const =0;
      
      /**
       * start playback of the cd
       *
       * @param track   the tracknumber to start playback from
       */
      virtual void PlayCD(int track) const =0;

      /**
       * pause playback of the cd (true == pause, false == resume)
       */
      virtual void PauseCD(bool pause) const =0;

      /**
       * stop playback of the cd
       */
      virtual void StopCD() const =0;

      /**
       * set the playbackmode of the cd
       * SND_CD_ALL           play all tracks
       * SND_CD_TRACK         play one track
       * SND_CD_TRACKLOOP     play one track looped
       * SND_CD_RANDOM  play all tracks in random order
       *
       * @param playmode      playmode
       */
      virtual void SetCDPlaymode(int playmode) const =0;
      
      /**
       * set the volume playback of the cd
       *
       * @param gain    the gain
       */
      virtual void SetCDGain(MT_Scalar gain) const =0;

      virtual void StartUsingDSP() =0;
      virtual float* GetSpectrum() =0;
      virtual void StopUsingDSP() =0;

protected:

      virtual void RevokeSoundObject(SND_SoundObject* pObject)=0;
};

#endif //SND_IAUDIODEVICE


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