forked from bartvdbraak/blender
fe891d581d
- Changing API for time values from float to double for better precision. - Fixing minor mistakes in the documentation. - Fixing minor unnecessary large memory allocation.
172 lines
4.3 KiB
C++
172 lines
4.3 KiB
C++
/*******************************************************************************
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* Copyright 2009-2016 Jörg Müller
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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******************************************************************************/
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#pragma once
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/**
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* @file Sequence.h
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* @ingroup sequence
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* The Sequence class.
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*/
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#include "ISound.h"
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#include "respec/Specification.h"
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#include "devices/I3DDevice.h"
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#include "sequence/AnimateableProperty.h"
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#include <list>
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AUD_NAMESPACE_BEGIN
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class SequenceEntry;
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class SequenceData;
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/**
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* This sound represents sequenced entries to play a sound scene.
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*/
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class AUD_API Sequence : public ISound
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{
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friend class SequenceReader;
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private:
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/// The sequence.
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std::shared_ptr<SequenceData> m_sequence;
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// delete copy constructor and operator=
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Sequence(const Sequence&) = delete;
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Sequence& operator=(const Sequence&) = delete;
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public:
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/**
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* Creates a new sound scene.
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* \param specs The output audio data specification.
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* \param fps The FPS of the scene.
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* \param muted Whether the whole scene is muted.
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*/
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Sequence(Specs specs, float fps, bool muted);
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/**
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* Retrieves the audio output specification.
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* \return The specification.
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*/
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Specs getSpecs();
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/**
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* Sets the audio output specification.
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* \param specs The new specification.
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*/
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void setSpecs(Specs specs);
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/**
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* Retrieves the scene's FPS.
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* \return The scene's FPS.
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*/
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float getFPS() const;
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/**
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* Sets the scene's FPS.
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* \param fps The new FPS.
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*/
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void setFPS(float fps);
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/**
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* Sets the muting state of the scene.
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* \param muted Whether the scene is muted.
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*/
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void mute(bool muted);
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/**
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* Retrieves the muting state of the scene.
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* \return Whether the scene is muted.
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*/
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bool isMuted() const;
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/**
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* Retrieves the speed of sound.
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* This value is needed for doppler effect calculation.
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* \return The speed of sound.
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*/
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float getSpeedOfSound() const;
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/**
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* Sets the speed of sound.
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* This value is needed for doppler effect calculation.
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* \param speed The new speed of sound.
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*/
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void setSpeedOfSound(float speed);
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/**
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* Retrieves the doppler factor.
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* This value is a scaling factor for the velocity vectors of sources and
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* listener which is used while calculating the doppler effect.
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* \return The doppler factor.
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*/
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float getDopplerFactor() const;
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/**
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* Sets the doppler factor.
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* This value is a scaling factor for the velocity vectors of sources and
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* listener which is used while calculating the doppler effect.
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* \param factor The new doppler factor.
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*/
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void setDopplerFactor(float factor);
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/**
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* Retrieves the distance model.
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* \return The distance model.
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*/
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DistanceModel getDistanceModel() const;
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/**
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* Sets the distance model.
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* \param model distance model.
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*/
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void setDistanceModel(DistanceModel model);
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/**
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* Retrieves one of the animated properties of the sound.
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* \param type Which animated property to retrieve.
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* \return A pointer to the animated property, valid as long as the
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* sound is.
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*/
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AnimateableProperty* getAnimProperty(AnimateablePropertyType type);
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/**
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* Adds a new entry to the scene.
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* \param sound The sound this entry should play.
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* \param begin The start time.
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* \param end The end time or a negative value if determined by the sound.
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* \param skip How much seconds should be skipped at the beginning.
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* \return The entry added.
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*/
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std::shared_ptr<SequenceEntry> add(std::shared_ptr<ISound> sound, double begin, double end, double skip);
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/**
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* Removes an entry from the scene.
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* \param entry The entry to remove.
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*/
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void remove(std::shared_ptr<SequenceEntry> entry);
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/**
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* Creates a new reader with high quality resampling.
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* \return The new reader.
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*/
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std::shared_ptr<IReader> createQualityReader();
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virtual std::shared_ptr<IReader> createReader();
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};
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AUD_NAMESPACE_END
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