blender/extern/audaspace/include/sequence/Sequence.h
Jörg Müller fe891d581d Audaspace: update from upstream
- Changing API for time values from float to double for better precision.
- Fixing minor mistakes in the documentation.
- Fixing minor unnecessary large memory allocation.
2020-05-03 15:30:35 +02:00

172 lines
4.3 KiB
C++

/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file Sequence.h
* @ingroup sequence
* The Sequence class.
*/
#include "ISound.h"
#include "respec/Specification.h"
#include "devices/I3DDevice.h"
#include "sequence/AnimateableProperty.h"
#include <list>
AUD_NAMESPACE_BEGIN
class SequenceEntry;
class SequenceData;
/**
* This sound represents sequenced entries to play a sound scene.
*/
class AUD_API Sequence : public ISound
{
friend class SequenceReader;
private:
/// The sequence.
std::shared_ptr<SequenceData> m_sequence;
// delete copy constructor and operator=
Sequence(const Sequence&) = delete;
Sequence& operator=(const Sequence&) = delete;
public:
/**
* Creates a new sound scene.
* \param specs The output audio data specification.
* \param fps The FPS of the scene.
* \param muted Whether the whole scene is muted.
*/
Sequence(Specs specs, float fps, bool muted);
/**
* Retrieves the audio output specification.
* \return The specification.
*/
Specs getSpecs();
/**
* Sets the audio output specification.
* \param specs The new specification.
*/
void setSpecs(Specs specs);
/**
* Retrieves the scene's FPS.
* \return The scene's FPS.
*/
float getFPS() const;
/**
* Sets the scene's FPS.
* \param fps The new FPS.
*/
void setFPS(float fps);
/**
* Sets the muting state of the scene.
* \param muted Whether the scene is muted.
*/
void mute(bool muted);
/**
* Retrieves the muting state of the scene.
* \return Whether the scene is muted.
*/
bool isMuted() const;
/**
* Retrieves the speed of sound.
* This value is needed for doppler effect calculation.
* \return The speed of sound.
*/
float getSpeedOfSound() const;
/**
* Sets the speed of sound.
* This value is needed for doppler effect calculation.
* \param speed The new speed of sound.
*/
void setSpeedOfSound(float speed);
/**
* Retrieves the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \return The doppler factor.
*/
float getDopplerFactor() const;
/**
* Sets the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \param factor The new doppler factor.
*/
void setDopplerFactor(float factor);
/**
* Retrieves the distance model.
* \return The distance model.
*/
DistanceModel getDistanceModel() const;
/**
* Sets the distance model.
* \param model distance model.
*/
void setDistanceModel(DistanceModel model);
/**
* Retrieves one of the animated properties of the sound.
* \param type Which animated property to retrieve.
* \return A pointer to the animated property, valid as long as the
* sound is.
*/
AnimateableProperty* getAnimProperty(AnimateablePropertyType type);
/**
* Adds a new entry to the scene.
* \param sound The sound this entry should play.
* \param begin The start time.
* \param end The end time or a negative value if determined by the sound.
* \param skip How much seconds should be skipped at the beginning.
* \return The entry added.
*/
std::shared_ptr<SequenceEntry> add(std::shared_ptr<ISound> sound, double begin, double end, double skip);
/**
* Removes an entry from the scene.
* \param entry The entry to remove.
*/
void remove(std::shared_ptr<SequenceEntry> entry);
/**
* Creates a new reader with high quality resampling.
* \return The new reader.
*/
std::shared_ptr<IReader> createQualityReader();
virtual std::shared_ptr<IReader> createReader();
};
AUD_NAMESPACE_END