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blender-archive/source/blender/blenkernel/BKE_sound.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
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*/
#ifndef BKE_SOUND_H
#define BKE_SOUND_H
/** \file BKE_sound.h
* \ingroup bke
* \since March 2001
* \author nzc
*/
#define SOUND_WAVE_SAMPLES_PER_SECOND 250
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struct PackedFile;
struct bSound;
struct ListBase;
struct Main;
struct Sequence;
typedef struct SoundWaveform
{
int length;
float *data;
} SoundWaveform;
void sound_init_once(void);
void sound_init(struct Main *main);
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void sound_init_main(struct Main *bmain);
void sound_exit(void);
void sound_force_device(int device);
int sound_define_from_str(const char *str);
struct bSound* sound_new_file(struct Main *main, const char *filename);
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// XXX unused currently
#if 0
struct bSound* sound_new_buffer(struct Main *bmain, struct bSound *source);
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struct bSound* sound_new_limiter(struct Main *bmain, struct bSound *source, float start, float end);
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#endif
void sound_delete(struct Main *bmain, struct bSound* sound);
void sound_cache(struct bSound* sound);
void sound_cache_notifying(struct Main* main, struct bSound* sound);
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void sound_delete_cache(struct bSound* sound);
void sound_load(struct Main *main, struct bSound* sound);
void sound_free(struct bSound* sound);
#ifdef AUD_CAPI
AUD_Device* sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume);
#endif
void sound_create_scene(struct Scene *scene);
void sound_destroy_scene(struct Scene *scene);
void sound_mute_scene(struct Scene *scene, int muted);
void sound_update_fps(struct Scene *scene);
void sound_update_scene_listener(struct Scene *scene);
void* sound_scene_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip);
void* sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence* sequence);
void* sound_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip);
void* sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence* sequence);
void sound_remove_scene_sound(struct Scene *scene, void* handle);
void sound_mute_scene_sound(void* handle, char mute);
void sound_move_scene_sound(struct Scene *scene, void* handle, int startframe, int endframe, int frameskip);
void sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence);
void sound_update_scene_sound(void* handle, struct bSound* sound);
void sound_set_cfra(int cfra);
void sound_set_scene_volume(struct Scene *scene, float volume);
void sound_set_scene_sound_volume(void* handle, float volume, char animated);
void sound_set_scene_sound_pitch(void* handle, float pitch, char animated);
void sound_set_scene_sound_pan(void* handle, float pan, char animated);
void sound_update_sequencer(struct Main* main, struct bSound* sound);
void sound_play_scene(struct Scene *scene);
void sound_stop_scene(struct Scene *scene);
void sound_seek_scene(struct Main *bmain, struct Scene *scene);
float sound_sync_scene(struct Scene *scene);
int sound_scene_playing(struct Scene *scene);
void sound_free_waveform(struct bSound* sound);
void sound_read_waveform(struct bSound* sound);
void sound_update_scene(struct Scene* scene);
void* sound_get_factory(void* sound);
#endif