2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef SND_BLENDER_H
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#define SND_BLENDER_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "SoundDefines.h"
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#define SND_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name
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SND_DECLARE_HANDLE(SND_AudioDeviceInterfaceHandle);
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SND_DECLARE_HANDLE(SND_SceneHandle);
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SND_DECLARE_HANDLE(SND_ObjectHandle);
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SND_DECLARE_HANDLE(SND_ListenerHandle);
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/**
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* set the specified type
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*/
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extern void SND_SetDeviceType(int device_type);
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/**
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* get an audiodevice
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*/
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extern SND_AudioDeviceInterfaceHandle SND_GetAudioDevice(void);
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/**
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* and let go of it
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*/
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extern void SND_ReleaseDevice(void);
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/**
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* check if playback is desired
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*/
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extern int SND_IsPlaybackWanted(SND_SceneHandle scene);
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/**
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* add memlocation to cache
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*/
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extern int SND_AddSample(SND_SceneHandle scene,
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const char* filename,
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void* memlocation,
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int size);
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/**
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* remove all samples
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*/
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extern void SND_RemoveAllSamples(SND_SceneHandle scene);
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/**
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* forces the object to check its buffer, and fix it if it's wrong
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*/
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extern int SND_CheckBuffer(SND_SceneHandle scene, SND_ObjectHandle object);
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/**
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* Creates a scene, initializes it and returns a handle to that scene.
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*
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* @param audiodevice: handle to the audiodevice.
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*/
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extern SND_SceneHandle SND_CreateScene(SND_AudioDeviceInterfaceHandle audiodevice);
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/**
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* Stops all sounds, suspends the scene (so all resources will be freed) and deletes the scene.
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*
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* @param scene: handle to the soundscene.
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*/
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extern void SND_DeleteScene(SND_SceneHandle scene);
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/**
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* Adds a soundobject to the scene, gets the buffer the sample is loaded into.
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*
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* @param scene: handle to the soundscene.
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* @param object: handle to soundobject.
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*/
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extern void SND_AddSound(SND_SceneHandle scene, SND_ObjectHandle object);
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/**
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* Removes a soundobject from the scene.
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*
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* @param scene: handle to the soundscene.
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* @param object: handle to soundobject.
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*/
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extern void SND_RemoveSound(SND_SceneHandle scene, SND_ObjectHandle object);
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/**
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* Removes all soundobjects from the scene.
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*
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* @param scene: handle to the soundscene.
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*/
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extern void SND_RemoveAllSounds(SND_SceneHandle scene);
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/**
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* Stopss all soundobjects in the scene.
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*
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* @param scene: handle to the soundscene.
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*/
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extern void SND_StopAllSounds(SND_SceneHandle scene);
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/**
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* Updates the listener, checks the status of all soundobjects, builds a list of all active
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* objects, updates the active objects.
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*
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* @param audiodevice: handle to the audiodevice.
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* @param scene: handle to the soundscene.
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*/
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extern void SND_Proceed(SND_AudioDeviceInterfaceHandle audiodevice, SND_SceneHandle scene);
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/**
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* Returns a handle to the listener.
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*
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* @param scene: handle to the soundscene.
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*/
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extern SND_ListenerHandle SND_GetListener(SND_SceneHandle scene);
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/**
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* Sets the gain of the listener.
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*
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* @param scene: handle to the soundscene.
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* @param gain: factor the gain gets multiplied with.
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*/
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extern void SND_SetListenerGain(SND_SceneHandle scene, double gain);
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/**
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* Sets a scaling to exaggerate or deemphasize the Doppler (pitch) shift resulting from the
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* calculation.
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* @attention $f' = dopplerfactor * f * frac{dopplervelocity - listener_velocity}{dopplervelocity + object_velocity}$
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* @attention f: frequency in sample (soundobject)
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* @attention f': effective Doppler shifted frequency
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*
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* @param object: handle to soundobject.
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* @param dopplerfactor: the dopplerfactor.
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*/
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extern void SND_SetDopplerFactor(SND_SceneHandle scene, double dopplerfactor);
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/**
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* Sets the value of the propagation speed relative to which the source velocities are interpreted.
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* @attention $f' = dopplerfactor * f * frac{dopplervelocity - listener_velocity}{dopplervelocity + object_velocity}$
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* @attention f: frequency in sample (soundobject)
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* @attention f': effective Doppler shifted frequency
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*
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* @param object: handle to soundobject.
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* @param dopplervelocity: the dopplervelocity.
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*/
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extern void SND_SetDopplerVelocity(SND_SceneHandle scene, double dopplervelocity);
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/**
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* Creates a new soundobject and returns a handle to it.
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*/
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extern SND_ObjectHandle SND_CreateSound(void);
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/**
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* Deletes a soundobject.
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*
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* @param object: handle to soundobject.
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*/
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extern void SND_DeleteSound(SND_ObjectHandle object);
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/**
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* Sets a soundobject to SND_MUST_PLAY, so with the next proceed it will be updated and played.
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*
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* @param object: handle to soundobject.
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*/
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extern void SND_StartSound(SND_SceneHandle scene, SND_ObjectHandle object);
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/**
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* Sets a soundobject to SND_MUST_STOP, so with the next proceed it will be stopped.
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*
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* @param object: handle to soundobject.
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*/
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extern void SND_StopSound(SND_SceneHandle scene, SND_ObjectHandle object);
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/**
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* Sets a soundobject to SND_MUST_PAUSE, so with the next proceed it will be paused.
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*
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* @param object: handle to soundobject.
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*/
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extern void SND_PauseSound(SND_SceneHandle scene, SND_ObjectHandle object);
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/**
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* Sets the name of the sample to reference the soundobject to it.
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*
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* @param object: handle to soundobject.
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* @param samplename: the name of the sample
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*/
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extern void SND_SetSampleName(SND_ObjectHandle object, char* samplename);
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/**
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* Sets the gain of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param gain: factor the gain gets multiplied with.
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*/
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extern void SND_SetGain(SND_ObjectHandle object, double gain);
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/**
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* Sets the minimum gain of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param minimumgain: lower threshold for the gain.
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*/
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extern void SND_SetMinimumGain(SND_ObjectHandle object, double minimumgain);
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/**
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* Sets the maximum gain of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param maximumgain: upper threshold for the gain.
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*/
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extern void SND_SetMaximumGain(SND_ObjectHandle object, double maximumgain);
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/**
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* Sets the rollofffactor. The rollofffactor is a per-Source parameter the application
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* can use to increase or decrease the range of a source by decreasing or increasing the
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* attenuation, respectively. The default value is 1. The implementation is free to optimize
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* for a rollofffactor value of 0, which indicates that the application does not wish any
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* distance attenuation on the respective Source.
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*
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* @param object: handle to soundobject.
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* @param rollofffactor: the rollofffactor.
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*/
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extern void SND_SetRollOffFactor(SND_ObjectHandle object, double rollofffactor);
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/**
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* Sets the referencedistance at which the listener will experience gain.
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* @attention G_dB = gain - 20 * log10(1 + rollofffactor * (dist - referencedistance)/referencedistance);
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*
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* @param object: handle to soundobject.
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* @param distance: the reference distance.
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*/
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extern void SND_SetReferenceDistance(SND_ObjectHandle object, double referencedistance);
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/**
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* Sets the pitch of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param pitch: pitchingfactor: 2.0 for doubling the frequency, 0.5 for half the frequency.
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*/
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extern void SND_SetPitch(SND_ObjectHandle object, double pitch);
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/**
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* Sets the position a soundobject.
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*
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* @param object: handle to soundobject.
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* @param position: position[3].
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*/
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extern void SND_SetPosition(SND_ObjectHandle object, double* position);
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/**
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* Sets the velocity of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param velocity: velocity[3].
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*/
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extern void SND_SetVelocity(SND_ObjectHandle object, double* velocity);
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/**
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* Sets the orientation of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param orientation: orientation[9].
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*/
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extern void SND_SetOrientation(SND_ObjectHandle object, double* orientation);
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/**
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* Sets the loopmode of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param loopmode type of the loop (SND_LOOP_OFF, SND_LOOP_NORMAL, SND_LOOP_BIDIRECTIONAL);
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*/
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extern void SND_SetLoopMode(SND_ObjectHandle object, int loopmode);
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/**
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* Sets the looppoints of a soundobject.
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*
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* @param object: handle to soundobject.
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* @param loopstart startpoint of the loop
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* @param loopend endpoint of the loop
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*/
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extern void SND_SetLoopPoints(SND_ObjectHandle object, unsigned int loopstart, unsigned int loopend);
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/**
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* Gets the gain of a soundobject.
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*
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* @param object: handle to soundobject.
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*/
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extern float SND_GetGain(SND_ObjectHandle object);
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/**
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* Gets the pitch of a soundobject.
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*
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* @param object: handle to soundobject.
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*/
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extern float SND_GetPitch(SND_ObjectHandle object);
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/**
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* Gets the looping of a soundobject.
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* 0: SND_LOOP_OFF
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* 1: SND_LOOP_NORMAL
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* 2: SND_LOOP_BIDIRECTIONAL
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*
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* @param object: handle to soundobject.
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*/
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extern int SND_GetLoopMode(SND_ObjectHandle object);
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/**
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* Gets the playstate of a soundobject.
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* SND_UNKNOWN = -1
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* SND_INITIAL
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* SND_MUST_PLAY
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* SND_PLAYING
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* SND_MUST_STOP
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* SND_STOPPED
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* SND_MUST_PAUSE
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* SND_PAUSED
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* SND_MUST_BE_DELETED
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*
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* @param object: handle to soundobject.
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*/
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extern int SND_GetPlaystate(SND_ObjectHandle object);
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#ifdef __cplusplus
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}
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#endif
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#endif
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2002-10-30 02:07:20 +00:00
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