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Diffstat (limited to 'libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h')
-rwxr-xr-x | libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h | 347 |
1 files changed, 0 insertions, 347 deletions
diff --git a/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h b/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h deleted file mode 100755 index e06f14b..0000000 --- a/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/SoundStream.h +++ /dev/null @@ -1,347 +0,0 @@ -//////////////////////////////////////////////////////////// -// -// 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 |