caudio/Headers/cAudio.h

94 lines
2.5 KiB
C++

#ifndef CAUDIO_H_INCLUDED
#define CAUDIO_H_INCLUDED
#include <string>
#include <iostream>
#include "AL/al.h"
#include "AL/alut.h"
#include <vector>
#define BUFFER_SIZE ( 1024 * 32 )
#include "../include/IAudio.h"
namespace cAudio
{
class cAudio : public IAudio
{
public:
//! play with defualts / the last set values
bool play();
//!plays the audio file 2d no distance.
void play2d(bool loop = false);
//!plays the audio file and sets it to 3d
void play3d(bool loop = false, float x = 0.0, float y = 0.0, float z = 0.0, float soundstr = 1.0);
//!allows us to set the position or reset the position
void setPosition(float posx,float posy,float posz);
//!allows you to set the audio objects velocity
void setVelocity(float velx,float vely,float velz);
//!allows us to set the direction the audio should play in
void setDirection(float dirx,float diry,float dirz);
//! Sets the audios pitch level
void setPitch(float pitch);
//!allows us to set and reset the sound strenght
void setStrength(float soundstrength);
//!Set the volume
void setVolume(float volume);
//!Set the doppler strength
void setDopplerStrength(float doop);
//!Set doppler velocity
void setDopplerVelocity(float doopx,float doopy,float doopz);
//!Seek the audio stream
void seek(float secs);
//!release the file handle
void release();
//!pauses the audio file
void pause();
//!controls altering of the looping to make it loop or not to.
void loop(bool loop);
//!stops the audio file from playing
void stop();
//!returns if playing
bool playback();
//!check if source is playing
bool playing();
//!update the stream
bool update();
//!checks to make sure everything is ready to go
bool isvalid();
cAudio(IAudioDecoder* decoder);
~cAudio();
protected:
private:
//!empties the queue
void empty();
//!checks openal error state
void check();
//!reloads a buffer
bool stream(ALuint buffer);
//!stringify an error code
std::string errorString(int code);
//! front and back buffers
ALuint buffers[3];
//! audio source
ALuint source;
//! decoder pointer
IAudioDecoder* Decoder;
//! if the file to be played is going to be streamed
bool streaming;
//!if the file is to loop
bool toloop;
//!if the file should play
bool playaudio;
//!if to pause audio
bool pauseaudio;
//!if audio is paused
bool paused();
};
}
#endif //! CAUDIO_H_INCLUDED