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Diffstat (limited to 'intern/SoundSystem/SND_C-api.h')
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+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#ifndef SND_BLENDER_H
+#define SND_BLENDER_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "SoundDefines.h"
+
+#define SND_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name
+
+SND_DECLARE_HANDLE(SND_AudioDeviceInterfaceHandle);
+SND_DECLARE_HANDLE(SND_SceneHandle);
+SND_DECLARE_HANDLE(SND_ObjectHandle);
+SND_DECLARE_HANDLE(SND_ListenerHandle);
+
+/**
+ * set the specified type
+ */
+extern void SND_SetDeviceType(int device_type);
+
+/**
+ * get an audiodevice
+ */
+extern SND_AudioDeviceInterfaceHandle SND_GetAudioDevice(void);
+
+/**
+ * and let go of it
+ */
+extern void SND_ReleaseDevice(void);
+
+/**
+ * check if playback is desired
+ */
+extern int SND_IsPlaybackWanted(SND_SceneHandle scene);
+
+/**
+ * add memlocation to cache
+ */
+extern int SND_AddSample(SND_SceneHandle scene,
+ const char* filename,
+ void* memlocation,
+ int size);
+
+/**
+ * remove all samples
+ */
+extern void SND_RemoveAllSamples(SND_SceneHandle scene);
+
+/**
+ * forces the object to check its buffer, and fix it if it's wrong
+ */
+extern int SND_CheckBuffer(SND_SceneHandle scene, SND_ObjectHandle object);
+
+/**
+ * Creates a scene, initializes it and returns a handle to that scene.
+ *
+ * @param audiodevice: handle to the audiodevice.
+ */
+extern SND_SceneHandle SND_CreateScene(SND_AudioDeviceInterfaceHandle audiodevice);
+
+/**
+ * Stops all sounds, suspends the scene (so all resources will be freed) and deletes the scene.
+ *
+ * @param scene: handle to the soundscene.
+ */
+extern void SND_DeleteScene(SND_SceneHandle scene);
+
+/**
+ * Adds a soundobject to the scene, gets the buffer the sample is loaded into.
+ *
+ * @param scene: handle to the soundscene.
+ * @param object: handle to soundobject.
+ */
+extern void SND_AddSound(SND_SceneHandle scene, SND_ObjectHandle object);
+
+/**
+ * Removes a soundobject from the scene.
+ *
+ * @param scene: handle to the soundscene.
+ * @param object: handle to soundobject.
+ */
+extern void SND_RemoveSound(SND_SceneHandle scene, SND_ObjectHandle object);
+
+/**
+ * Removes all soundobjects from the scene.
+ *
+ * @param scene: handle to the soundscene.
+ */
+extern void SND_RemoveAllSounds(SND_SceneHandle scene);
+
+/**
+ * Stopss all soundobjects in the scene.
+ *
+ * @param scene: handle to the soundscene.
+ */
+extern void SND_StopAllSounds(SND_SceneHandle scene);
+
+/**
+ * Updates the listener, checks the status of all soundobjects, builds a list of all active
+ * objects, updates the active objects.
+ *
+ * @param audiodevice: handle to the audiodevice.
+ * @param scene: handle to the soundscene.
+ */
+extern void SND_Proceed(SND_AudioDeviceInterfaceHandle audiodevice, SND_SceneHandle scene);
+
+/**
+ * Returns a handle to the listener.
+ *
+ * @param scene: handle to the soundscene.
+ */
+extern SND_ListenerHandle SND_GetListener(SND_SceneHandle scene);
+
+/**
+ * Sets the gain of the listener.
+ *
+ * @param scene: handle to the soundscene.
+ * @param gain: factor the gain gets multiplied with.
+ */
+extern void SND_SetListenerGain(SND_SceneHandle scene, double gain);
+
+/**
+ * Sets a scaling to exaggerate or deemphasize the Doppler (pitch) shift resulting from the
+ * calculation.
+ * @attention $f' = dopplerfactor * f * frac{dopplervelocity - listener_velocity}{dopplervelocity + object_velocity}$
+ * @attention f: frequency in sample (soundobject)
+ * @attention f': effective Doppler shifted frequency
+ *
+ * @param object: handle to soundobject.
+ * @param dopplerfactor: the dopplerfactor.
+ */
+extern void SND_SetDopplerFactor(SND_SceneHandle scene, double dopplerfactor);
+
+/**
+ * Sets the value of the propagation speed relative to which the source velocities are interpreted.
+ * @attention $f' = dopplerfactor * f * frac{dopplervelocity - listener_velocity}{dopplervelocity + object_velocity}$
+ * @attention f: frequency in sample (soundobject)
+ * @attention f': effective Doppler shifted frequency
+ *
+ * @param object: handle to soundobject.
+ * @param dopplervelocity: the dopplervelocity.
+ */
+extern void SND_SetDopplerVelocity(SND_SceneHandle scene, double dopplervelocity);
+
+/**
+ * Creates a new soundobject and returns a handle to it.
+ */
+extern SND_ObjectHandle SND_CreateSound(void);
+
+/**
+ * Deletes a soundobject.
+ *
+ * @param object: handle to soundobject.
+ */
+extern void SND_DeleteSound(SND_ObjectHandle object);
+
+/**
+ * Sets a soundobject to SND_MUST_PLAY, so with the next proceed it will be updated and played.
+ *
+ * @param object: handle to soundobject.
+ */
+extern void SND_StartSound(SND_SceneHandle scene, SND_ObjectHandle object);
+
+/**
+ * Sets a soundobject to SND_MUST_STOP, so with the next proceed it will be stopped.
+ *
+ * @param object: handle to soundobject.
+ */
+extern void SND_StopSound(SND_SceneHandle scene, SND_ObjectHandle object);
+
+/**
+ * Sets a soundobject to SND_MUST_PAUSE, so with the next proceed it will be paused.
+ *
+ * @param object: handle to soundobject.
+ */
+extern void SND_PauseSound(SND_SceneHandle scene, SND_ObjectHandle object);
+
+/**
+ * Sets the name of the sample to reference the soundobject to it.
+ *
+ * @param object: handle to soundobject.
+ * @param samplename: the name of the sample
+ */
+extern void SND_SetSampleName(SND_ObjectHandle object, char* samplename);
+
+/**
+ * Sets the gain of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param gain: factor the gain gets multiplied with.
+ */
+extern void SND_SetGain(SND_ObjectHandle object, double gain);
+
+/**
+ * Sets the minimum gain of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param minimumgain: lower threshold for the gain.
+ */
+extern void SND_SetMinimumGain(SND_ObjectHandle object, double minimumgain);
+
+/**
+ * Sets the maximum gain of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param maximumgain: upper threshold for the gain.
+ */
+extern void SND_SetMaximumGain(SND_ObjectHandle object, double maximumgain);
+
+/**
+ * Sets the rollofffactor. The rollofffactor is a per-Source parameter the application
+ * can use to increase or decrease the range of a source by decreasing or increasing the
+ * attenuation, respectively. The default value is 1. The implementation is free to optimize
+ * for a rollofffactor value of 0, which indicates that the application does not wish any
+ * distance attenuation on the respective Source.
+ *
+ * @param object: handle to soundobject.
+ * @param rollofffactor: the rollofffactor.
+ */
+extern void SND_SetRollOffFactor(SND_ObjectHandle object, double rollofffactor);
+
+/**
+ * Sets the referencedistance at which the listener will experience gain.
+ * @attention G_dB = gain - 20 * log10(1 + rollofffactor * (dist - referencedistance)/referencedistance);
+ *
+ * @param object: handle to soundobject.
+ * @param distance: the reference distance.
+ */
+extern void SND_SetReferenceDistance(SND_ObjectHandle object, double referencedistance);
+
+/**
+ * Sets the pitch of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param pitch: pitchingfactor: 2.0 for doubling the frequency, 0.5 for half the frequency.
+ */
+extern void SND_SetPitch(SND_ObjectHandle object, double pitch);
+
+/**
+ * Sets the position a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param position: position[3].
+ */
+extern void SND_SetPosition(SND_ObjectHandle object, double* position);
+
+/**
+ * Sets the velocity of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param velocity: velocity[3].
+ */
+extern void SND_SetVelocity(SND_ObjectHandle object, double* velocity);
+
+/**
+ * Sets the orientation of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param orientation: orientation[9].
+ */
+extern void SND_SetOrientation(SND_ObjectHandle object, double* orientation);
+
+/**
+ * Sets the loopmode of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param loopmode type of the loop (SND_LOOP_OFF, SND_LOOP_NORMAL, SND_LOOP_BIDIRECTIONAL);
+ */
+extern void SND_SetLoopMode(SND_ObjectHandle object, int loopmode);
+
+/**
+ * Sets the looppoints of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ * @param loopstart startpoint of the loop
+ * @param loopend endpoint of the loop
+ */
+extern void SND_SetLoopPoints(SND_ObjectHandle object, unsigned int loopstart, unsigned int loopend);
+
+/**
+ * Gets the gain of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ */
+extern float SND_GetGain(SND_ObjectHandle object);
+
+/**
+ * Gets the pitch of a soundobject.
+ *
+ * @param object: handle to soundobject.
+ */
+extern float SND_GetPitch(SND_ObjectHandle object);
+
+/**
+ * Gets the looping of a soundobject.
+ * 0: SND_LOOP_OFF
+ * 1: SND_LOOP_NORMAL
+ * 2: SND_LOOP_BIDIRECTIONAL
+ *
+ * @param object: handle to soundobject.
+ */
+extern int SND_GetLoopMode(SND_ObjectHandle object);
+
+/**
+ * Gets the playstate of a soundobject.
+ * SND_UNKNOWN = -1
+ * SND_INITIAL
+ * SND_MUST_PLAY
+ * SND_PLAYING
+ * SND_MUST_STOP
+ * SND_STOPPED
+ * SND_MUST_PAUSE
+ * SND_PAUSED
+ * SND_MUST_BE_DELETED
+ *
+ * @param object: handle to soundobject.
+ */
+extern int SND_GetPlaystate(SND_ObjectHandle object);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif