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blender-archive/intern/audaspace/intern/AUD_IDevice.h
Campbell Barton 2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00

119 lines
3.7 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* Copyright 2009-2011 Jörg Hermann Müller
*
* This file is part of AudaSpace.
*
* Audaspace 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.
*
* AudaSpace 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 Audaspace; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file audaspace/intern/AUD_IDevice.h
* \ingroup audaspaceintern
*/
#ifndef __AUD_IDEVICE_H__
#define __AUD_IDEVICE_H__
#include "AUD_Space.h"
#include "AUD_Reference.h"
#include "AUD_IFactory.h"
#include "AUD_IReader.h"
#include "AUD_IHandle.h"
/**
* This class represents an output device for sound sources.
* Output devices may be several backends such as plattform independand like
* SDL or OpenAL or plattform specific like DirectSound, but they may also be
* files, RAM buffers or other types of streams.
* \warning Thread safety must be insured so that no reader is beeing called
* twice at the same time.
*/
class AUD_IDevice
{
public:
/**
* Destroys the device.
*/
virtual ~AUD_IDevice() {}
/**
* Returns the specification of the device.
*/
virtual AUD_DeviceSpecs getSpecs() const=0;
/**
* Plays a sound source.
* \param reader The reader to play.
* \param keep When keep is true the sound source will not be deleted but
* set to paused when its end has been reached.
* \return Returns a handle with which the playback can be controlled.
* This is NULL if the sound couldn't be played back.
* \exception AUD_Exception Thrown if there's an unexpected (from the
* device side) error during creation of the reader.
*/
virtual AUD_Reference<AUD_IHandle> play(AUD_Reference<AUD_IReader> reader, bool keep = false)=0;
/**
* Plays a sound source.
* \param factory The factory to create the reader for the sound source.
* \param keep When keep is true the sound source will not be deleted but
* set to paused when its end has been reached.
* \return Returns a handle with which the playback can be controlled.
* This is NULL if the sound couldn't be played back.
* \exception AUD_Exception Thrown if there's an unexpected (from the
* device side) error during creation of the reader.
*/
virtual AUD_Reference<AUD_IHandle> play(AUD_Reference<AUD_IFactory> factory, bool keep = false)=0;
/**
* Stops all playing sounds.
*/
virtual void stopAll()=0;
/**
* Locks the device.
* Used to make sure that between lock and unlock, no buffers are read, so
* that it is possible to start, resume, pause, stop or seek several
* playback handles simultaneously.
* \warning Make sure the locking time is as small as possible to avoid
* playback delays that result in unexpected noise and cracks.
*/
virtual void lock()=0;
/**
* Unlocks the previously locked device.
*/
virtual void unlock()=0;
/**
* Retrieves the overall device volume.
* \return The overall device volume.
*/
virtual float getVolume() const=0;
/**
* Sets the overall device volume.
* \param handle The sound handle.
* \param volume The overall device volume.
*/
virtual void setVolume(float volume)=0;
};
#endif //AUD_IDevice