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

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/*
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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.
*/
#ifndef __BKE_SOUND_H__
#define __BKE_SOUND_H__
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/** \file
* \ingroup bke
*/
#define SOUND_WAVE_SAMPLES_PER_SECOND 250
#if defined(WITH_AUDASPACE)
# include <AUD_Device.h>
#endif
struct Main;
struct Sequence;
struct bSound;
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typedef struct SoundWaveform {
int length;
float *data;
} SoundWaveform;
void BKE_sound_init_once(void);
void BKE_sound_exit_once(void);
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void *BKE_sound_get_device(void);
void BKE_sound_init(struct Main *main);
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void BKE_sound_init_main(struct Main *bmain);
void BKE_sound_exit(void);
void BKE_sound_force_device(const char *device);
struct bSound *BKE_sound_new_file(struct Main *main, const char *filepath);
struct bSound *BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, bool *r_exists);
struct bSound *BKE_sound_new_file_exists(struct Main *bmain, const char *filepath);
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// XXX unused currently
#if 0
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struct bSound *BKE_sound_new_buffer(struct Main *bmain, struct bSound *source);
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struct bSound *BKE_sound_new_limiter(struct Main *bmain, struct bSound *source, float start, float end);
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#endif
void BKE_sound_cache(struct bSound *sound);
void BKE_sound_delete_cache(struct bSound *sound);
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void BKE_sound_load(struct Main *main, struct bSound *sound);
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void BKE_sound_free(struct bSound *sound);
void BKE_sound_copy_data(struct Main *bmain, struct bSound *sound_dst, const struct bSound *sound_src, const int flag);
void BKE_sound_make_local(struct Main *bmain, struct bSound *sound, const bool lib_local);
#if defined(WITH_AUDASPACE)
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AUD_Device *BKE_sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume);
#endif
void BKE_sound_create_scene(struct Scene *scene);
void BKE_sound_destroy_scene(struct Scene *scene);
void BKE_sound_reset_scene_specs(struct Scene *scene);
void BKE_sound_mute_scene(struct Scene *scene, int muted);
void BKE_sound_update_fps(struct Scene *scene);
void BKE_sound_update_scene_listener(struct Scene *scene);
void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip);
void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence);
void *BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip);
void *BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence);
void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle);
void BKE_sound_mute_scene_sound(void *handle, char mute);
void BKE_sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip);
void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence);
void BKE_sound_update_scene_sound(void *handle, struct bSound *sound);
void BKE_sound_set_cfra(int cfra);
void BKE_sound_set_scene_volume(struct Scene *scene, float volume);
void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated);
void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated);
void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated);
void BKE_sound_update_sequencer(struct Main *main, struct bSound *sound);
void BKE_sound_play_scene(struct Scene *scene);
void BKE_sound_stop_scene(struct Scene *scene);
void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene);
float BKE_sound_sync_scene(struct Scene *scene);
int BKE_sound_scene_playing(struct Scene *scene);
void BKE_sound_free_waveform(struct bSound *sound);
void BKE_sound_read_waveform(struct bSound *sound, short *stop);
void BKE_sound_update_scene(struct Main *bmain, struct Scene *scene);
void *BKE_sound_get_factory(void *sound);
float BKE_sound_get_length(struct bSound *sound);
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char **BKE_sound_get_device_names(void);
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#endif /* __BKE_SOUND_H__ */