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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BIF_EDITSOUND_H
#define BIF_EDITSOUND_H
struct bSound;
struct bSample;
struct ListBase;
struct PackedFile;
struct hdaudio;
void sound_init_audio(void);
void sound_initialize_sounds(void);
void sound_exit_audio(void);
int sound_get_mixrate(void);
void* sound_get_audiodevice(void);
void* sound_get_listener(void);
int sound_set_sample(struct bSound* sound, struct bSample* sample);
int sound_sample_is_null(struct bSound* sound);
int sound_load_sample(struct bSound* sound);
struct bSample* sound_find_sample(struct bSound* sound);
struct bSample* sound_new_sample(struct bSound* sound);
struct bSound* sound_new_sound(char *name);
struct bSound* sound_make_copy(struct bSound* originalsound);
void sound_end_all_sounds(void);
void sound_initialize_sample(struct bSound * sound);
void sound_load_samples(void);
void sound_play_sound(struct bSound *sound);
void sound_stop_all_sounds(void);
void sound_set_position(void *object,
struct bSound *sound,
float obmatrix[4][4]);
struct hdaudio * sound_open_hdaudio(char * name);
struct hdaudio * sound_copy_hdaudio(struct hdaudio * c);
long sound_hdaudio_get_duration(struct hdaudio * hdaudio, int frame_rate);
void sound_hdaudio_extract(struct hdaudio * hdaudio,
short * target_buffer,
int sample_position /* units of target_rate */,
int target_rate,
int target_channels,
int nb_samples /* in target */);
void sound_close_hdaudio(struct hdaudio * hdaudio);
#endif
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