/* * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK ***** */ #ifndef __BKE_SOUND_H__ #define __BKE_SOUND_H__ /** \file BKE_sound.h * \ingroup bke * \since March 2001 * \author nzc */ #define SOUND_WAVE_SAMPLES_PER_SECOND 250 struct bSound; struct Main; struct Sequence; typedef struct SoundWaveform { int length; float *data; } SoundWaveform; void BKE_sound_init_once(void); void BKE_sound_exit_once(void); void BKE_sound_init(struct Main *main); void BKE_sound_init_main(struct Main *bmain); void BKE_sound_exit(void); void BKE_sound_force_device(int device); int BKE_sound_define_from_str(const char *str); struct bSound *BKE_sound_new_file(struct Main *main, const char *filename); // XXX unused currently #if 0 struct bSound *BKE_sound_new_buffer(struct Main *bmain, struct bSound *source); struct bSound *BKE_sound_new_limiter(struct Main *bmain, struct bSound *source, float start, float end); #endif void BKE_sound_delete(struct Main *bmain, struct bSound *sound); void BKE_sound_cache(struct bSound *sound); void BKE_sound_delete_cache(struct bSound *sound); void BKE_sound_load(struct Main *main, struct bSound *sound); void BKE_sound_free(struct bSound *sound); #ifdef __AUD_C_API_H__ AUD_Device *BKE_sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume); #endif void BKE_sound_create_scene(struct Scene *scene); void BKE_sound_destroy_scene(struct Scene *scene); void BKE_sound_mute_scene(struct Scene *scene, int muted); void BKE_sound_update_fps(struct Scene *scene); void BKE_sound_update_scene_listener(struct Scene *scene); void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip); void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence); void *BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip); void *BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence); void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle); void BKE_sound_mute_scene_sound(void *handle, char mute); void BKE_sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip); void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence); void BKE_sound_update_scene_sound(void *handle, struct bSound *sound); void BKE_sound_set_cfra(int cfra); void BKE_sound_set_scene_volume(struct Scene *scene, float volume); void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated); void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated); void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated); void BKE_sound_update_sequencer(struct Main *main, struct bSound *sound); void BKE_sound_play_scene(struct Scene *scene); void BKE_sound_stop_scene(struct Scene *scene); void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene); float BKE_sound_sync_scene(struct Scene *scene); int BKE_sound_scene_playing(struct Scene *scene); void BKE_sound_free_waveform(struct bSound *sound); void BKE_sound_read_waveform(struct bSound *sound, short *stop); void BKE_sound_update_scene(struct Main *bmain, struct Scene *scene); void *BKE_sound_get_factory(void *sound); float BKE_sound_get_length(struct bSound *sound); bool BKE_sound_is_jack_supported(void); #endif /* __BKE_SOUND_H__ */