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Diffstat (limited to 'h1z1/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h')
-rwxr-xr-x | h1z1/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h | 347 |
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diff --git a/h1z1/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h b/h1z1/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h new file mode 100755 index 0000000..e06f14b --- /dev/null +++ b/h1z1/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h @@ -0,0 +1,347 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#ifndef SFML_SOUNDSTREAM_H +#define SFML_SOUNDSTREAM_H + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include <SFML/Audio/Export.h> +#include <SFML/Audio/SoundStatus.h> +#include <SFML/Audio/Types.h> +#include <SFML/System/Time.h> +#include <SFML/System/Vector3.h> + + +//////////////////////////////////////////////////////////// +/// \brief defines the data to fill by the OnGetData callback +/// +//////////////////////////////////////////////////////////// +typedef struct +{ + sfInt16* samples; ///< Pointer to the audio samples + unsigned int sampleCount; ///< Number of samples pointed by Samples +} sfSoundStreamChunk; + +typedef sfBool (*sfSoundStreamGetDataCallback)(sfSoundStreamChunk*, void*); ///< Type of the callback used to get a sound stream data +typedef void (*sfSoundStreamSeekCallback)(sfTime, void*); ///< Type of the callback used to seek in a sound stream + + +//////////////////////////////////////////////////////////// +/// \brief Create a new sound stream +/// +/// \param onGetData Function called when the stream needs more data (can't be NULL) +/// \param onSeek Function called when the stream seeks (can't be NULL) +/// \param channelCount Number of channels to use (1 = mono, 2 = stereo) +/// \param sampleRate Sample rate of the sound (44100 = CD quality) +/// \param userData Data to pass to the callback functions +/// +/// \return A new sfSoundStream object +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfSoundStream* sfSoundStream_create(sfSoundStreamGetDataCallback onGetData, + sfSoundStreamSeekCallback onSeek, + unsigned int channelCount, + unsigned int sampleRate, + void* userData); + +//////////////////////////////////////////////////////////// +/// \brief Destroy a sound stream +/// +/// \param soundStream Sound stream to destroy +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_destroy(sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Start or resume playing a sound stream +/// +/// This function starts the stream if it was stopped, resumes +/// it if it was paused, and restarts it from beginning if it +/// was it already playing. +/// This function uses its own thread so that it doesn't block +/// the rest of the program while the music is played. +/// +/// \param soundStream Sound stream object +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_play(sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Pause a sound stream +/// +/// This function pauses the stream if it was playing, +/// otherwise (stream already paused or stopped) it has no effect. +/// +/// \param soundStream Sound stream object +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_pause(sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Stop playing a sound stream +/// +/// This function stops the stream if it was playing or paused, +/// and does nothing if it was already stopped. +/// It also resets the playing position (unlike sfSoundStream_pause). +/// +/// \param soundStream Sound stream object +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_stop(sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Get the current status of a sound stream (stopped, paused, playing) +/// +/// \param soundStream Sound stream object +/// +/// \return Current status +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfSoundStatus sfSoundStream_getStatus(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Return the number of channels of a sound stream +/// +/// 1 channel means a mono sound, 2 means stereo, etc. +/// +/// \param soundStream Sound stream object +/// +/// \return Number of channels +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API unsigned int sfSoundStream_getChannelCount(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Get the sample rate of a sound stream +/// +/// The sample rate is the number of audio samples played per +/// second. The higher, the better the quality. +/// +/// \param soundStream Sound stream object +/// +/// \return Sample rate, in number of samples per second +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API unsigned int sfSoundStream_getSampleRate(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Set the pitch of a sound stream +/// +/// The pitch represents the perceived fundamental frequency +/// of a sound; thus you can make a stream more acute or grave +/// by changing its pitch. A side effect of changing the pitch +/// is to modify the playing speed of the stream as well. +/// The default value for the pitch is 1. +/// +/// \param soundStream Sound stream object +/// \param pitch New pitch to apply to the stream +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setPitch(sfSoundStream* soundStream, float pitch); + +//////////////////////////////////////////////////////////// +/// \brief Set the volume of a sound stream +/// +/// The volume is a value between 0 (mute) and 100 (full volume). +/// The default value for the volume is 100. +/// +/// \param soundStream Sound stream object +/// \param volume Volume of the stream +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setVolume(sfSoundStream* soundStream, float volume); + +//////////////////////////////////////////////////////////// +/// \brief Set the 3D position of a sound stream in the audio scene +/// +/// Only streams with one channel (mono streams) can be +/// spatialized. +/// The default position of a stream is (0, 0, 0). +/// +/// \param soundStream Sound stream object +/// \param position Position of the stream in the scene +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setPosition(sfSoundStream* soundStream, sfVector3f position); + +//////////////////////////////////////////////////////////// +/// \brief Make a sound stream's position relative to the listener or absolute +/// +/// Making a stream relative to the listener will ensure that it will always +/// be played the same way regardless the position of the listener. +/// This can be useful for non-spatialized streams, streams that are +/// produced by the listener, or streams attached to it. +/// The default value is false (position is absolute). +/// +/// \param soundStream Sound stream object +/// \param relative sfTrue to set the position relative, sfFalse to set it absolute +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setRelativeToListener(sfSoundStream* soundStream, sfBool relative); + +//////////////////////////////////////////////////////////// +/// \brief Set the minimum distance of a sound stream +/// +/// The "minimum distance" of a stream is the maximum +/// distance at which it is heard at its maximum volume. Further +/// than the minimum distance, it will start to fade out according +/// to its attenuation factor. A value of 0 ("inside the head +/// of the listener") is an invalid value and is forbidden. +/// The default value of the minimum distance is 1. +/// +/// \param soundStream Sound stream object +/// \param distance New minimum distance of the stream +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setMinDistance(sfSoundStream* soundStream, float distance); + +//////////////////////////////////////////////////////////// +/// \brief Set the attenuation factor of a sound stream +/// +/// The attenuation is a multiplicative factor which makes +/// the stream more or less loud according to its distance +/// from the listener. An attenuation of 0 will produce a +/// non-attenuated stream, i.e. its volume will always be the same +/// whether it is heard from near or from far. On the other hand, +/// an attenuation value such as 100 will make the stream fade out +/// very quickly as it gets further from the listener. +/// The default value of the attenuation is 1. +/// +/// \param soundStream Sound stream object +/// \param attenuation New attenuation factor of the stream +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setAttenuation(sfSoundStream* soundStream, float attenuation); + +//////////////////////////////////////////////////////////// +/// \brief Change the current playing position of a sound stream +/// +/// The playing position can be changed when the stream is +/// either paused or playing. +/// +/// \param soundStream Sound stream object +/// \param timeOffset New playing position +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset); + +//////////////////////////////////////////////////////////// +/// \brief Set whether or not a sound stream should loop after reaching the end +/// +/// If set, the stream will restart from beginning after +/// reaching the end and so on, until it is stopped or +/// sfSoundStream_setLoop(stream, sfFalse) is called. +/// The default looping state for sound streams is false. +/// +/// \param soundStream Sound stream object +/// \param loop sfTrue to play in loop, sfFalse to play once +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfSoundStream_setLoop(sfSoundStream* soundStream, sfBool loop); + +//////////////////////////////////////////////////////////// +/// \brief Get the pitch of a sound stream +/// +/// \param soundStream Sound stream object +/// +/// \return Pitch of the stream +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfSoundStream_getPitch(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Get the volume of a sound stream +/// +/// \param soundStream Sound stream object +/// +/// \return Volume of the stream, in the range [0, 100] +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfSoundStream_getVolume(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Get the 3D position of a sound stream in the audio scene +/// +/// \param soundStream Sound stream object +/// +/// \return Position of the stream in the world +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfVector3f sfSoundStream_getPosition(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Tell whether a sound stream's position is relative to the +/// listener or is absolute +/// +/// \param soundStream Sound stream object +/// +/// \return sfTrue if the position is relative, sfFalse if it's absolute +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfBool sfSoundStream_isRelativeToListener(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Get the minimum distance of a sound stream +/// +/// \param soundStream Sound stream object +/// +/// \return Minimum distance of the stream +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfSoundStream_getMinDistance(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Get the attenuation factor of a sound stream +/// +/// \param soundStream Sound stream object +/// +/// \return Attenuation factor of the stream +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfSoundStream_getAttenuation(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Tell whether or not a sound stream is in loop mode +/// +/// \param soundStream Sound stream object +/// +/// \return sfTrue if the music is looping, sfFalse otherwise +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfBool sfSoundStream_getLoop(const sfSoundStream* soundStream); + +//////////////////////////////////////////////////////////// +/// \brief Get the current playing position of a sound stream +/// +/// \param soundStream Sound stream object +/// +/// \return Current playing position +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfTime sfSoundStream_getPlayingOffset(const sfSoundStream* soundStream); + + +#endif // SFML_SOUNDSTREAM_H |