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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* Copyright 2009-2011 Jörg Hermann Müller
*
* This file is part of AudaSpace.
*
* Audaspace 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.
*
* AudaSpace 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 Audaspace; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file audaspace/intern/AUD_SequencerFactory.h
* \ingroup audaspaceintern
*/
#ifndef AUD_SEQUENCERFACTORY
#define AUD_SEQUENCERFACTORY
#include "AUD_IFactory.h"
#include "AUD_AnimateableProperty.h"
#include <list>
#include <pthread.h>
class AUD_SequencerEntry;
/**
* This factory creates a resampling reader that does simple linear resampling.
*/
class AUD_SequencerFactory : public AUD_IFactory
{
friend class AUD_SequencerReader;
private:
/**
* The target specification.
*/
AUD_Specs m_specs;
int m_status;
int m_entry_status;
int m_id;
std::list<AUD_Reference<AUD_SequencerEntry> > m_entries;
bool m_muted;
float m_fps;
float m_speed_of_sound;
float m_doppler_factor;
AUD_DistanceModel m_distance_model;
AUD_AnimateableProperty m_volume;
AUD_AnimateableProperty m_location;
AUD_AnimateableProperty m_orientation;
/// The mutex for locking.
pthread_mutex_t m_mutex;
// hide copy constructor and operator=
AUD_SequencerFactory(const AUD_SequencerFactory&);
AUD_SequencerFactory& operator=(const AUD_SequencerFactory&);
public:
AUD_SequencerFactory(AUD_Specs specs, float fps, bool muted);
~AUD_SequencerFactory();
/**
* Locks the factory.
*/
void lock();
/**
* Unlocks the previously locked factory.
*/
void unlock();
void setSpecs(AUD_Specs specs);
void setFPS(float fps);
void mute(bool muted);
bool getMute() const;
void setSpeedOfSound(float speed);
float getSpeedOfSound() const;
void setDopplerFactor(float factor);
float getDopplerFactor() const;
void setDistanceModel(AUD_DistanceModel model);
AUD_DistanceModel getDistanceModel() const;
AUD_AnimateableProperty* getAnimProperty(AUD_AnimateablePropertyType type);
AUD_Reference<AUD_SequencerEntry> add(AUD_Reference<AUD_IFactory> sound, float begin, float end, float skip);
void remove(AUD_Reference<AUD_SequencerEntry> entry);
virtual AUD_Reference<AUD_IReader> createReader();
};
#endif //AUD_SEQUENCERFACTORY
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