/* * $Id$ * * ***** 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 PackedFile; struct bSound; struct ListBase; struct Main; struct Sequence; typedef struct SoundWaveform { int length; float *data; } SoundWaveform; void sound_init_once(void); void sound_init(struct Main *main); void sound_init_main(struct Main *bmain); void sound_exit(void); void sound_force_device(int device); int sound_define_from_str(const char *str); struct bSound* sound_new_file(struct Main *main, const char *filename); // XXX unused currently #if 0 struct bSound* sound_new_buffer(struct Main *bmain, struct bSound *source); struct bSound* sound_new_limiter(struct Main *bmain, struct bSound *source, float start, float end); #endif void sound_delete(struct Main *bmain, struct bSound* sound); void sound_cache(struct bSound* sound); void sound_cache_notifying(struct Main* main, struct bSound* sound); void sound_delete_cache(struct bSound* sound); void sound_load(struct Main *main, struct bSound* sound); void sound_free(struct bSound* sound); #ifdef AUD_CAPI AUD_Device* sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume); #endif void sound_create_scene(struct Scene *scene); void sound_destroy_scene(struct Scene *scene); void sound_mute_scene(struct Scene *scene, int muted); void sound_update_fps(struct Scene *scene); void sound_update_scene_listener(struct Scene *scene); void* sound_scene_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip); void* sound_add_scene_sound(struct Scene *scene, struct Sequence* sequence, int startframe, int endframe, int frameskip); void sound_remove_scene_sound(struct Scene *scene, void* handle); void sound_mute_scene_sound(void* handle, char mute); void sound_move_scene_sound(struct Scene *scene, void* handle, int startframe, int endframe, int frameskip); void sound_update_scene_sound(void* handle, struct bSound* sound); void sound_set_cfra(int cfra); void sound_set_scene_volume(struct Scene *scene, float volume); void sound_set_scene_sound_volume(void* handle, float volume, char animated); void sound_set_scene_sound_pitch(void* handle, float pitch, char animated); void sound_set_scene_sound_pan(void* handle, float pan, char animated); void sound_update_sequencer(struct Main* main, struct bSound* sound); void sound_play_scene(struct Scene *scene); void sound_stop_scene(struct Scene *scene); void sound_seek_scene(struct Main *bmain, struct Scene *scene); float sound_sync_scene(struct Scene *scene); int sound_scene_playing(struct Scene *scene); void sound_free_waveform(struct bSound* sound); void sound_read_waveform(struct bSound* sound); void sound_update_scene(struct Scene* scene); void* sound_get_factory(void* sound); #endif