/******************************************************************************* * 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 #include "AUD_Types.h" #ifdef __cplusplus extern "C" { #endif /** * Retrieves the sample specification of the sound. * \param sound The sound to retrieve from. * \return The sample specification of the sound. * \note This function creates a reader from the sound and deletes it again. */ extern AUD_API AUD_Specs AUD_Sound_getSpecs(AUD_Sound* sound); /** * Retrieves the approximate length of the sound. * \param sound The sound to retrieve from. * \return The length of the sound in samples. * \note This function creates a reader from the sound and deletes it again. */ extern AUD_API int AUD_getLength(AUD_Sound* sound); /** * Reads a sound's samples into memory. * \param sound The sound to read. * \param length Pointer to store the length of memory read. * \param specs Pointer to store the data's sample specification. * \return A pointer to the sample data. * \warning The data has to be freed with AUD_Sound_freeData. */ extern AUD_API sample_t* AUD_Sound_data(AUD_Sound* sound, int* length, AUD_Specs* specs); /** * Frees a buffer previously allocated with AUD_Sound_data. * \param data The buffer to be freed. */ extern AUD_API void AUD_Sound_freeData(sample_t* data); /** * Writes the sound to a file. * \param sound The sound to write. * \param filename The path to write to.. * \param rate The sample rate to write with. * \param channels The number of channels to write with. * \param format The sample format to write with. * \param container The container format for the file. * \param codec The codec to use in the file. * \param bitrate The bitrate to write with. * \param buffersize The size of the writing buffer. * \return A nullptr or an error message in case of error. * \note Most parameters can be set to zero for default values. */ extern AUD_API const char* AUD_Sound_write(AUD_Sound* sound, const char* filename, AUD_SampleRate rate, AUD_Channels channels, AUD_SampleFormat format, AUD_Container container, AUD_Codec codec, int bitrate, int buffersize); /** * Creates a sound from a data buffer. * \param data The data as interleaved samples. * \param length The data's length in samples. * \param specs The data's sample specification. * \return A handle of the sound. * \note The data gets copied to an internal memory buffer. * The pointer does not need to stay valid for the lifetime of the object. */ extern AUD_API AUD_Sound* AUD_Sound_buffer(sample_t* data, int length, AUD_Specs specs); /** * Loads a sound file from a memory buffer. * \param buffer The buffer which contains the sound file. * \param size The size of the buffer. * \return A handle of the sound file. */ extern AUD_API AUD_Sound* AUD_Sound_bufferFile(unsigned char* buffer, int size); /** * Caches a sound into a memory buffer. * \param sound The sound to cache. * \return A handle of the cached sound. */ extern AUD_API AUD_Sound* AUD_Sound_cache(AUD_Sound* sound); /** * Loads a sound file. * \param filename The filename of the sound file. * \return A handle of the sound file. */ extern AUD_API AUD_Sound* AUD_Sound_file(const char* filename); /** * Creates a sawtooth sound. * \param frequency The frequency of the generated sawtooth sound. * \param rate The sample rate of the sawtooth sound. * \return A handle of the sound. */ extern AUD_API AUD_Sound* AUD_Sound_sawtooth(float frequency, AUD_SampleRate rate); /** * Creates a quiet sound. * \return A handle of the sound. */ extern AUD_API AUD_Sound* AUD_Sound_silence(); /** * Creates a sine sound. * \param frequency The frequency of the generated sine sound. * \param rate The sample rate of the sine sound. * \return A handle of the sound. */ extern AUD_API AUD_Sound* AUD_Sound_sine(float frequency, AUD_SampleRate rate); /** * Creates a square sound. * \param frequency The frequency of the generated square sound. * \param rate The sample rate of the square sound. * \return A handle of the sound. */ extern AUD_API AUD_Sound* AUD_Sound_square(float frequency, AUD_SampleRate rate); /** * Creates a triangle sound. * \param frequency The frequency of the generated triangle sound. * \param rate The sample rate of the triangle sound. * \return A handle of the sound. */ extern AUD_API AUD_Sound* AUD_Sound_triangle(float frequency, AUD_SampleRate rate); /** * Accumulates a sound by summing over positive input differences thus generating a monotonic sigal. * If additivity is set to true negative input differences get added too, but positive ones with a factor of two. * Note that with additivity the signal is not monotonic anymore. * \param sound The sound to accumulate. * \param additive Whether the accumulation should be additive or not. * \return A handle of the accumulated sound. */ extern AUD_API AUD_Sound* AUD_Sound_accumulate(AUD_Sound* sound, int additive); /** * Attack-Decay-Sustain-Release envelopes the volume of a sound. * Note: there is currently no way to trigger the release with this API. * \param sound The sound to filter. * \param attack The attack time in seconds. * \param decay The decay time in seconds. * \param sustain The sustain level. * \param release The release time in seconds. * \return A handle of the filtered sound. */ extern AUD_API AUD_Sound* AUD_Sound_ADSR(AUD_Sound* sound, float attack, float decay, float sustain, float release); /** * Delays a sound. * \param sound The sound to dealy. * \param delay The delay in seconds. * \return A handle of the delayed sound. */ extern AUD_API AUD_Sound* AUD_Sound_delay(AUD_Sound* sound, float delay); /** * Envelopes a sound. * \param sound The sound to envelope. * \param attack The attack factor. * \param release The release factor. * \param threshold The general threshold value. * \param arthreshold The attack/release threshold value. * \return A handle of the enveloped sound. */ extern AUD_API AUD_Sound* AUD_Sound_envelope(AUD_Sound* sound, float attack, float release, float threshold, float arthreshold); /** * Fade in a sound. * \param sound The sound to be fade in. * \param start The time when the fading should start in seconds. * \param length The duration of the fade in seconds. * \return A handle of the faded sound. */ extern AUD_API AUD_Sound* AUD_Sound_fadein(AUD_Sound* sound, float start, float length); /** * Fade out a sound. * \param sound The sound to be fade out. * \param start The time when the fading should start in seconds. * \param length The duration of the fade in seconds. * \return A handle of the faded sound. */ extern AUD_API AUD_Sound* AUD_Sound_fadeout(AUD_Sound* sound, float start, float length); /** * Filter a sound. * \param sound The sound to be filtered. * \param b The nominator filter coefficients, may be NULL. * \param b_length The length of the b array. * \param a The denominator filter coefficients, may be NULL. * \param a_length The length of the a array. * \return A handle of the filtered sound. */ extern AUD_API AUD_Sound* AUD_Sound_filter(AUD_Sound* sound, float* b, int b_length, float* a, int a_length); /** * Highpass filters a sound. * \param sound The sound to filter. * \param frequency The filter cut-off frequency. * \param Q The filter quality. If usunsure which value to use, pass 1.0f. * \return A handle of the filtered sound. */ extern AUD_API AUD_Sound* AUD_Sound_highpass(AUD_Sound* sound, float frequency, float Q); /** * Limits a sound. * \param sound The sound to limit. * \param start The start time in seconds. * \param end The stop time in seconds. * \return A handle of the limited sound. */ extern AUD_API AUD_Sound* AUD_Sound_limit(AUD_Sound* sound, float start, float end); /** * Loops a sound. * \param sound The sound to loop. * \param count How often the sound should be looped. Negative values mean endlessly. * \return A handle of the looped sound. */ extern AUD_API AUD_Sound* AUD_Sound_loop(AUD_Sound* sound, int count); /** * Lowpass filters a sound. * \param sound The sound to filter. * \param frequency The filter cut-off frequency. * \param Q The filter quality. If usunsure which value to use, pass 1.0f. * \return A handle of the filtered sound. */ extern AUD_API AUD_Sound* AUD_Sound_lowpass(AUD_Sound* sound, float frequency, float Q); /** * Changes the pitch of a sound. * \param sound The sound to change. * \param factor The factor to change the pitch with. * \return A handle of the pitched sound. */ extern AUD_API AUD_Sound* AUD_Sound_pitch(AUD_Sound* sound, float factor); /** * Rechannels the sound. * \param sound The sound to rechannel. * \param channels The new channel configuration. * \return The rechanneled sound. */ extern AUD_API AUD_Sound* AUD_Sound_rechannel(AUD_Sound* sound, AUD_Channels channels); /** * Resamples the sound. * \param sound The sound to resample. * \param rate The new sample rate. * \param high_quality When true use a higher quality but slower resampler. * \return The resampled sound. */ extern AUD_API AUD_Sound* AUD_Sound_resample(AUD_Sound* sound, AUD_SampleRate rate, bool high_quality); /** * Reverses a sound. Make sure the sound source can be reversed. * \param sound The sound to reverse. * \return A handle of the reversed sound. */ extern AUD_API AUD_Sound* AUD_Sound_reverse(AUD_Sound* sound); /** * Sums the samples of a sound. * \param sound The sound to sum. * \return A handle of the summed sound. */ extern AUD_API AUD_Sound* AUD_Sound_sum(AUD_Sound* sound); /** * Turns a sound into a square wave by thresholding. * \param sound The sound to threshold. * \param threshold Threshold value over which an amplitude counts non-zero. * \return A handle of the thresholded sound. */ extern AUD_API AUD_Sound* AUD_Sound_threshold(AUD_Sound* sound, float threshold); /** * Changes the volume of a sound. * \param sound The sound to change. * \param volume The new volume of the sound. Should be in the range 0 to 1. Use higher values with caution. * \return A handle of the amplified sound. */ extern AUD_API AUD_Sound* AUD_Sound_volume(AUD_Sound* sound, float volume); /** * Joins two sound, which means playing them one after the other. * \param first The first sound. * \param second The second sound. * \return A handle of the joined sound. */ extern AUD_API AUD_Sound* AUD_Sound_join(AUD_Sound* first, AUD_Sound* second); /** * Mixes two sound, which means superposing the sound samples. * \param first The first sound. * \param second The second sound. * \return A handle of the mixed sound. */ extern AUD_API AUD_Sound* AUD_Sound_mix(AUD_Sound* first, AUD_Sound* second); /** * Ping pongs a sound. * \param sound The sound to ping pong. * \return A handle of the ping pong sound. */ extern AUD_API AUD_Sound* AUD_Sound_pingpong(AUD_Sound* sound); /** * Unloads a sound of any type. * \param sound The handle of the sound. */ extern AUD_API void AUD_Sound_free(AUD_Sound* sound); /** * Copies a sound. * \param sound Sound to copy. * \return Copied sound. */ extern AUD_API AUD_Sound* AUD_Sound_copy(AUD_Sound* sound); /** * Creates an empty sound list that can contain several sounds. * \param random A flag that indicates how the list will be played: Randomly or sequentially. * if 0 the playback will be sequential, if not 0 the playback will be random. * \return A handle of the sound list. */ extern AUD_API AUD_Sound* AUD_Sound_list(int random); /** * Adds a new sound to a sound list. * \param list The sound list in which the sound will be added. * \param sound The sound that will be added to the list. * \return 0 if the sound couldn't be added (the list parameter isn't a sound list). */ extern AUD_API int AUD_SoundList_addSound(AUD_Sound* list, AUD_Sound* sound); /** * Creates a sound that will be restarted when sought backwards. If the original sound is a sound list, the playing sound can change. * \param sound The handle of the sound. * \return A handle of the mutable sound. */ extern AUD_API AUD_Sound* AUD_Sound_mutable(AUD_Sound* sound); #ifdef WITH_CONVOLUTION extern AUD_API AUD_Sound* AUD_Sound_Convolver(AUD_Sound* sound, AUD_ImpulseResponse* filter, AUD_ThreadPool* threadPool); extern AUD_API AUD_Sound* AUD_Sound_Binaural(AUD_Sound* sound, AUD_HRTF* hrtfs, AUD_Source* source, AUD_ThreadPool* threadPool); #endif #ifdef __cplusplus } #endif