Deleting the old internal audaspace. Major changes from there are: - The whole library was refactored to use C++11. - Many stability and performance improvements. - Major Python API refactor: - Most requested: Play self generated sounds using numpy arrays. - For games: Sound list, random sounds and dynamic music. - Writing sounds to files. - Sequencing API. - Opening sound devices, eg. Jack. - Ability to choose different OpenAL devices in the user settings.
60 lines
1.5 KiB
C++
60 lines
1.5 KiB
C++
/*******************************************************************************
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* Copyright 2009-2016 Jörg Müller
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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******************************************************************************/
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#define JACK_LIBRARY_IMPLEMENTATION
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#include <string>
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#include <array>
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#include "JackLibrary.h"
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#ifdef DYNLOAD_JACK
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#include "plugin/PluginManager.h"
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#endif
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AUD_NAMESPACE_BEGIN
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bool loadJACK()
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{
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#ifdef DYNLOAD_JACK
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std::array<const std::string, 5> names = {"libjack.so", "libjack.so.0", "libjack.so.1", "libjack.so.2", "libjack.dll"};
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void* handle = nullptr;
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for(auto& name : names)
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{
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handle = PluginManager::openLibrary(name);
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if(handle)
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break;
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}
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if (!handle)
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return false;
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#define JACK_SYMBOL(sym) AUD_##sym = reinterpret_cast<decltype(&sym)>(PluginManager::lookupLibrary(handle, #sym))
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#else
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#define JACK_SYMBOL(sym) AUD_##sym = &sym
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#endif
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#include "JackSymbols.h"
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#undef JACK_SYMBOL
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return AUD_jack_client_open != nullptr;
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}
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AUD_NAMESPACE_END
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