caudio/include/IAudio.h
Joshua Jones 6b3e9c5a9d Moved sample sounds to a media folder and removed the copy of bling.ogg from bin
Updated logger to allow a user to create callbacks to receive log messages
Logger also gives more information, time the message was sent, the source, the importance, and the message itself.
User can now query playback devices and specify the device for the audio manager to use.  The audio manager is no longer a singleton, although creating multiple managers is not advised.
Clean up and optimization of manager initialization code.
IAudioCapture can now be told which device to capture audio from.  The user can also create multiple IAudioCaptures to capture audio from multiple sources at the same time.
Added additional error checking.
A seperate thread is used to capture audio now.
Defines added to allow a user to remove support for default codecs.
2009-11-20 03:39:56 +00:00

79 lines
2.7 KiB
C++

#ifndef IAUDIO_H
#define IAUDIO_H
#include "IAudioDecoder.h"
#include "cVector3.h"
namespace cAudio
{
class IAudio
{
public:
IAudio() {}
virtual ~IAudio() {}
//! play with defualts / the last set values
virtual bool play() = 0;
//!plays the audio file 2d no distance.
virtual void play2d(bool loop = false) = 0;
//!plays the audio file and sets it to 3d
virtual void play3d(cVector3 position, float soundstr = 1.0 , bool loop = false) = 0;
//!allows us to set the position or reset the position
virtual void setPosition(const cVector3 position) = 0;
//!allows you to set the audio objects velocity
virtual void setVelocity(const cVector3 velocity) = 0;
//!allows us to set the direction the audio should play in
virtual void setDirection(const cVector3 direction) = 0;
//! Sets the audios pitch level
virtual void setPitch(const float pitch) = 0;
//!allows us to set and reset the sound strength
virtual void setStrength(const float soundstrength) = 0;
//! Set the volume
virtual void setVolume(const float volume) = 0;
//!Set the doppler strength
virtual void setDopplerStrength(const float dstrength) = 0;
//!Set the doppler velocity
virtual void setDopplerVelocity(const cVector3 dvelocity) = 0;
//!Seek through the audio stream
virtual void seek(float secs) = 0;
//!Returns the audio objects position
virtual const cVector3& getPosition()const = 0;
//!Returns the audio objects velocity
virtual const cVector3& getVelocity()const = 0;
//!Returns the audio objects direction
virtual const cVector3& getDirection()const = 0;
//!Returns the audio objects doppler strength
virtual const float& getDopplerStrength()const = 0;
//!Returns the audio objects strength
virtual const float& getStrength()const = 0;
//!Returns the volume of the sound object
virtual const float& getVolume()const = 0;
//!Returns the pitch volume
virtual const float& getPitch()const = 0;
//!Returns if the sound object is looping
virtual const bool& isLooping()const = 0;
//!release the file handle
virtual void release() = 0;
//!pauses the audio file
virtual void pause() = 0;
//!controls altering of the looping to make it loop or not to.
virtual void loop(bool loop) = 0;
//!stops the audio file from playing
virtual void stop() = 0;
//!play file
virtual bool playback() = 0;
//!check if source is playing
virtual bool playing() = 0;
//!update the stream
virtual bool update() = 0;
//!checks to make sure everything is ready to go
virtual bool isvalid() = 0;
protected:
private:
};
};
#endif //! IAUDIO_H