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blender-archive/extern/audaspace/plugins/jack/JackSynchronizer.h
Joerg Mueller 986267300b Audaspace: Moving audaspace 1.3 into extern.
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.
2017-08-18 08:24:12 +02:00

60 lines
1.6 KiB
C++

/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
#ifdef JACK_PLUGIN
#define AUD_BUILD_PLUGIN
#endif
/**
* @file JackSynchronizer.h
* @ingroup plugin
* The JackSynchronizer class.
*/
#include "devices/ISynchronizer.h"
AUD_NAMESPACE_BEGIN
class JackDevice;
/**
* This class is a Synchronizer implementation using JACK Transport.
*/
class AUD_PLUGIN_API JackSynchronizer : public ISynchronizer
{
private:
/// The device that is being synchronized.
JackDevice* m_device;
public:
/**
* Creates a new JackSynchronizer.
* @param device The device that should be synchronized.
*/
JackSynchronizer(JackDevice* device);
virtual void seek(std::shared_ptr<IHandle> handle, float time);
virtual float getPosition(std::shared_ptr<IHandle> handle);
virtual void play();
virtual void stop();
virtual void setSyncCallback(syncFunction function, void* data);
virtual int isPlaying();
};
AUD_NAMESPACE_END