Skylicht Engine
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Driver
ISoundSource.h
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/*
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!@
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MIT License
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Copyright (c) 2012 - 2019 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#ifndef _ISOUND_SOURCE_H_
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#define _ISOUND_SOURCE_H_
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namespace
Skylicht
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{
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namespace
Audio
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{
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struct
SSourceParam
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{
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public
:
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int
SamplingRate;
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int
NumBuffer;
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int
BufferSize;
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int
BitPerSampler;
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};
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struct
STrackParams
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{
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int
NumChannels;
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int
SamplingRate;
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int
BitsPerSample;
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int
NumSamples;
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STrackParams() :NumChannels(0), SamplingRate(0), BitsPerSample(0), NumSamples(0)
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{
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}
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void
reset(
void
)
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{
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NumChannels = 0;
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SamplingRate = 0;
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BitsPerSample = 0;
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NumSamples = 0;
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}
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};
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struct
SDriverBuffer
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{
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unsigned
char
* Data;
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unsigned
int
UsedSize;
// In bytes.
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unsigned
int
TotalSize;
// In bytes.
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bool
Free;
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};
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struct
SVector3
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{
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float
X;
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float
Y;
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float
Z;
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SVector3()
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{
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X = 0;
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Y = 0;
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Z = 0;
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}
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};
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struct
SListener
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{
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SVector3
Position;
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SVector3
Up;
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SVector3
LookAt;
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};
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class
ISoundSource
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{
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public
:
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enum
ESourceState
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{
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StateError = -1,
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StateInitial,
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StatePlaying,
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StatePause,
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StateStopped,
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StatePauseWaitData,
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};
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public
:
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virtual
~ISoundSource
()
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{
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}
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virtual
void
init(
const
STrackParams
& trackParam,
const
SSourceParam
& driverParam) = 0;
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virtual
bool
needData() = 0;
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virtual
void
play() = 0;
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virtual
void
stop() = 0;
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virtual
void
pause() = 0;
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virtual
void
reset() = 0;
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virtual
ESourceState getState() = 0;
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virtual
void
setState(ESourceState state) = 0;
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virtual
long
getByteOffset() = 0;
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virtual
void
setByteOffset(
int
offset) = 0;
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virtual
int
getBufferSize() = 0;
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virtual
void
uploadData(
void
* soundData,
unsigned
int
bufferSize) = 0;
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virtual
void
lockThread() = 0;
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virtual
void
unlockThread() = 0;
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virtual
void
setGain(
float
gain) = 0;
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virtual
void
setPitch(
float
pitch) = 0;
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virtual
void
setPosition(
const
SVector3
& pos) = 0;
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virtual
void
setRollOff(
float
rollOff) = 0;
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virtual
void
set3DSound(
bool
b) = 0;
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virtual
float
getGain() = 0;
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virtual
float
getPitch() = 0;
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virtual
void
update(
float
dt) = 0;
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virtual
float
getBufferLength() = 0;
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virtual
int
getSampleRate() = 0;
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};
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}
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}
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#endif
Skylicht::Audio::ISoundSource
Definition
ISoundSource.h:93
Skylicht::Audio
Handles all core audio functionality.
Definition
AudioDebugLog.h:31
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
Skylicht::Audio::SDriverBuffer
Definition
ISoundSource.h:64
Skylicht::Audio::SListener
Definition
ISoundSource.h:86
Skylicht::Audio::SSourceParam
Definition
ISoundSource.h:33
Skylicht::Audio::STrackParams
Definition
ISoundSource.h:43
Skylicht::Audio::SVector3
Definition
ISoundSource.h:72
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