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blender-archive/source/blender/blenkernel/BKE_sound.h
Joerg Mueller 1185be4355 Sound:
* Moved AudioData back to Scene
* Updated RNA stuff
* Added mixdown volume
2009-09-20 14:00:00 +00:00

80 lines
2.2 KiB
C++

/**
* sound.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#ifndef BKE_SOUND_H
#define BKE_SOUND_H
struct PackedFile;
struct bSound;
struct bContext;
struct ListBase;
struct Main;
void sound_init();
void sound_exit();
struct bSound* sound_new_file(struct Main *main, char* filename);
// XXX unused currently
#if 0
struct bSound* sound_new_buffer(struct bContext *C, struct bSound *source);
struct bSound* sound_new_limiter(struct bContext *C, struct bSound *source, float start, float end);
#endif
void sound_delete(struct bContext *C, struct bSound* sound);
void sound_cache(struct bSound* sound, int ignore);
void sound_delete_cache(struct bSound* sound);
void sound_load(struct Main *main, struct bSound* sound);
void sound_free(struct bSound* sound);
void sound_unlink(struct bContext *C, struct bSound* sound);
struct SoundHandle* sound_new_handle(struct Scene *scene, struct bSound* sound, int startframe, int endframe, int frameskip);
void sound_delete_handle(struct Scene *scene, struct SoundHandle *handle);
void sound_update_playing(struct bContext *C);
void sound_scrub(struct bContext *C);
#ifdef AUD_CAPI
AUD_Device* sound_mixdown(struct Scene *scene, AUD_Specs specs, int start, int end, float volume);
#endif
void sound_stop_all(struct bContext *C);
#endif