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Diffstat (limited to 'extern/audaspace/include/sequence/Sequence.h')
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+/*******************************************************************************
+ * 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
+
+/**
+ * @file Sequence.h
+ * @ingroup sequence
+ * The Sequence class.
+ */
+
+#include "ISound.h"
+#include "respec/Specification.h"
+#include "devices/I3DDevice.h"
+#include "sequence/AnimateableProperty.h"
+
+#include <list>
+
+AUD_NAMESPACE_BEGIN
+
+class SequenceEntry;
+class SequenceData;
+
+/**
+ * This sound represents sequenced entries to play a sound scene.
+ */
+class AUD_API Sequence : public ISound
+{
+ friend class SequenceReader;
+private:
+ /// The sequence.
+ std::shared_ptr<SequenceData> m_sequence;
+
+ // delete copy constructor and operator=
+ Sequence(const Sequence&) = delete;
+ Sequence& operator=(const Sequence&) = delete;
+
+public:
+ /**
+ * Creates a new sound scene.
+ * \param specs The output audio data specification.
+ * \param fps The FPS of the scene.
+ * \param muted Whether the whole scene is muted.
+ */
+ Sequence(Specs specs, float fps, bool muted);
+
+ /**
+ * Retrieves the audio output specification.
+ * \return The specification.
+ */
+ Specs getSpecs();
+
+ /**
+ * Sets the audio output specification.
+ * \param specs The new specification.
+ */
+ void setSpecs(Specs specs);
+
+ /**
+ * Retrieves the scene's FPS.
+ * \return The scene's FPS.
+ */
+ float getFPS() const;
+
+ /**
+ * Sets the scene's FPS.
+ * \param fps The new FPS.
+ */
+ void setFPS(float fps);
+
+ /**
+ * Sets the muting state of the scene.
+ * \param muted Whether the scene is muted.
+ */
+ void mute(bool muted);
+
+ /**
+ * Retrieves the muting state of the scene.
+ * \return Whether the scene is muted.
+ */
+ bool isMuted() const;
+
+ /**
+ * Retrieves the speed of sound.
+ * This value is needed for doppler effect calculation.
+ * \return The speed of sound.
+ */
+ float getSpeedOfSound() const;
+
+ /**
+ * Sets the speed of sound.
+ * This value is needed for doppler effect calculation.
+ * \param speed The new speed of sound.
+ */
+ void setSpeedOfSound(float speed);
+
+ /**
+ * Retrieves the doppler factor.
+ * This value is a scaling factor for the velocity vectors of sources and
+ * listener which is used while calculating the doppler effect.
+ * \return The doppler factor.
+ */
+ float getDopplerFactor() const;
+
+ /**
+ * Sets the doppler factor.
+ * This value is a scaling factor for the velocity vectors of sources and
+ * listener which is used while calculating the doppler effect.
+ * \param factor The new doppler factor.
+ */
+ void setDopplerFactor(float factor);
+
+ /**
+ * Retrieves the distance model.
+ * \return The distance model.
+ */
+ DistanceModel getDistanceModel() const;
+
+ /**
+ * Sets the distance model.
+ * \param model distance model.
+ */
+ void setDistanceModel(DistanceModel model);
+
+ /**
+ * Retrieves one of the animated properties of the sound.
+ * \param type Which animated property to retrieve.
+ * \return A pointer to the animated property, valid as long as the
+ * sound is.
+ */
+ AnimateableProperty* getAnimProperty(AnimateablePropertyType type);
+
+ /**
+ * Adds a new entry to the scene.
+ * \param sound The sound this entry should play.
+ * \param begin The start time.
+ * \param end The end time or a negative value if determined by the sound.
+ * \param skip How much seconds should be skipped at the beginning.
+ * \return The entry added.
+ */
+ std::shared_ptr<SequenceEntry> add(std::shared_ptr<ISound> sound, float begin, float end, float skip);
+
+ /**
+ * Removes an entry from the scene.
+ * \param entry The entry to remove.
+ */
+ void remove(std::shared_ptr<SequenceEntry> entry);
+
+ /**
+ * Creates a new reader with high quality resampling.
+ * \return The new reader.
+ */
+ std::shared_ptr<IReader> createQualityReader();
+
+ virtual std::shared_ptr<IReader> createReader();
+};
+
+AUD_NAMESPACE_END