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/**
* sound.h (mar-2001 nzc)
*
* $Id$
*
* ***** 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
struct PackedFile;
struct bSound;
struct bContext;
struct ListBase;
struct Main;
struct Sequence;
void sound_init(struct Main *main);
void sound_exit();
void sound_force_device(int device);
int sound_define_from_str(char *str);
struct bSound* sound_new_file(struct Main *main, char* filename);
// XXX unused currently
#if 0
struct bSound* sound_new_buffer(struct bContext *C, struct bSound *source);
struct bSound* sound_new_limiter(struct bContext *C, struct bSound *source, float start, float end);
#endif
void sound_delete(struct bContext *C, struct bSound* sound);
void sound_cache(struct bSound* sound, int ignore);
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_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(struct Scene *scene, void* handle, char mute);
void sound_move_scene_sound(struct Scene *scene, void* handle, int startframe, int endframe, int frameskip);
void sound_play_scene(struct Scene *scene);
void sound_stop_scene(struct Scene *scene);
void sound_seek_scene(struct bContext *C);
float sound_sync_scene(struct Scene *scene);
int sound_scene_playing(struct Scene *scene);
int sound_read_sound_buffer(struct bSound* sound, float* buffer, int length);
#endif
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