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.
59 lines
1.5 KiB
C++
59 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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#include "JackSynchronizer.h"
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#include "JackDevice.h"
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AUD_NAMESPACE_BEGIN
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JackSynchronizer::JackSynchronizer(JackDevice* device) :
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m_device(device)
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{
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}
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void JackSynchronizer::seek(std::shared_ptr<IHandle> handle, float time)
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{
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m_device->seekPlayback(time);
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}
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float JackSynchronizer::getPosition(std::shared_ptr<IHandle> handle)
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{
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return m_device->getPlaybackPosition();
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}
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void JackSynchronizer::play()
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{
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m_device->startPlayback();
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}
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void JackSynchronizer::stop()
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{
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m_device->stopPlayback();
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}
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void JackSynchronizer::setSyncCallback(ISynchronizer::syncFunction function, void* data)
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{
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m_device->setSyncCallback(function, data);
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}
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int JackSynchronizer::isPlaying()
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{
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return m_device->doesPlayback();
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}
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AUD_NAMESPACE_END
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