caudio/cAudio/include/IAudioSource.h

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13 KiB
C++

// Copyright (c) 2008-2011 Raynaldo (Wildicv) Rivera, Joshua (Dark_Kilauea) Jones, Murat (wolfmanfx) Sari
// This file is part of the "cAudio Engine"
// For conditions of distribution and use, see copyright notice in cAudio.h
#pragma once
#include "cAudioDefines.h"
#include "IRefCounted.h"
#include "IAudioDecoder.h"
#include "cVector3.h"
#include "IEffect.h"
#include "IFilter.h"
#include "ISourceEventHandler.h"
namespace cAudio
{
//! interface for a sample (audio buffer): completely loaded into memory, shareable across sources
class IAudioBuffer : public IRefCounted
{
public:
virtual ~IAudioBuffer() {}
virtual bool isValid() const = 0;
virtual unsigned getBuffer() const = 0;
virtual int getChannels() const = 0;
virtual int getTotalAudioSize() const = 0;
virtual float getTotalAudioTime() const = 0;
};
//! Interface for a single audio source, which allow you to manipulate sound sources (speakers) in 2D or 3D space.
class IAudioSource : public IRefCounted
{
public:
IAudioSource() {}
virtual ~IAudioSource() {}
//! Plays the source with the last set parameters.
/**
\return True if the source is playing, false if not. */
virtual bool play() = 0;
//! Plays the source in 2D mode.
/** No automatic attenuation or panning will take place in this mode, but using setPosition will allow you to manually pan mono audio streams.
\param toLoop: Whether to loop (restart) the audio when the end is reached.
\return True if the source is playing, false if not. */
virtual bool play2d(const bool& toLoop = false) = 0;
//! Plays the source in 3D mode.
/**
\param position: Position to start the sound off at.
\param soundstr: Affects how the source attenuates due to distance. Higher values cause the source to stand out more over distance.
\param toLoop: Whether to loop (restart) the audio when the end is reached.
\return True if the source is playing, false if not. */
virtual bool play3d(const cVector3& position, const float& soundstr = 1.0 , const bool& toLoop = false) = 0;
//! Pauses playback of the sound source.
virtual void pause() = 0;
//! Stops playback of the sound source.
virtual void stop() = 0;
//! Controls whether the source should loop or not.
/** \param toLoop: Whether to loop (restart) the audio when the end is reached. */
virtual void loop(const bool& toLoop) = 0;
//! Seeks through the audio stream to a specific spot.
/** Note: May not be supported by all codecs.
\param seconds: Number of seconds to seek.
\param relative: Whether to seek from the current position or the start of the stream.
\return True on success, False if the codec does not support seeking. */
virtual bool seek(const float& seconds, bool relative = false) = 0;
//! Change the audio buffer associated with the source
/** Note: Only supported on sources created with createFromBuffer() or createForBuffer()
\return True on success, False if the sample does not support setting buffers or is currently playing */
virtual bool setBuffer(IAudioBuffer* buffer) = 0;
//! Get the audio buffer associated with the source
/** \return buffer on succes, NULL if no buffer or sample is streaming */
virtual IAudioBuffer *getBuffer() = 0;
//! Returns the total amount of time in the audio stream. See IAudioDecoder for details.
virtual float getTotalAudioTime() = 0;
//! Returns the total decoded size of the audio stream. See IAudioDecoder for details.
virtual int getTotalAudioSize() = 0;
//! Returns the original size of the audio stream. See IAudioDecoder for details.
virtual int getCompressedAudioSize() = 0;
//! Returns the current position in the audio stream in seconds. See IAudioDecoder for details.
virtual float getCurrentAudioTime() = 0;
//! Returns the current position in the decoded audio stream in bytes. See IAudioDecoder for details.
virtual int getCurrentAudioPosition() = 0;
//! Returns the current position in the original audio stream in bytes. See IAudioDecoder for details.
virtual int getCurrentCompressedAudioPosition() = 0;
//! Normally called every frame by the audio manager to update the internal buffers. Note: For internal use only.
virtual bool update() = 0;
//! Returns if the source is ready to be used.
virtual bool isValid() const = 0; //
//! Returns if the source is playing.
virtual bool isPlaying() const = 0;
//! Returns if the source is paused.
virtual bool isPaused() const = 0;
//! Returns if the source is stopped.
virtual bool isStopped() const = 0;
//! Returns if the source is looping.
virtual bool isLooping() const = 0;
//! Sets the position of the source in 3D space.
/**
\param position: A 3D vector giving the new location to put this source. */
virtual void setPosition(const cVector3& position) = 0;
//! Sets the current velocity of the source for doppler effects.
/**
\param velocity: A 3D vector giving the speed and direction that the source is moving. */
virtual void setVelocity(const cVector3& velocity) = 0;
//! Sets the direction the source is facing.
/**
\param direction: A 3D vector giving the direction that the source is aiming. */
virtual void setDirection(const cVector3& direction) = 0;
//! Sets the factor used in attenuating the source over distance.
/** Larger values make it attenuate faster, smaller values make the source carry better.
Range: 0.0f to +inf (Default: 1.0f).
\param rolloff: The rolloff factor to apply to the attenuation calculation. */
virtual void setRolloffFactor(const float& rolloff) = 0;
//! Sets how well the source carries over distance.
/** Same as setRolloffFactor(1.0f/soundstrength).
Range: 0.0f to +inf (Default: 1.0f).
\param soundstrength: How well the sound carries over distance. */
virtual void setStrength(const float& soundstrength) = 0;
//! Sets the distance from the source where attenuation will begin.
/** Range: 0.0f to +inf
\param minDistance: Distance from the source where attenuation begins. */
virtual void setMinDistance(const float& minDistance) = 0;
//! Sets the distance from the source where attenuation will stop.
/** Range: 0.0f to +inf
\param maxDistance: Distance where attenuation will cease. Normally the farthest range you can hear the source. */
virtual void setMaxAttenuationDistance(const float& maxDistance) = 0;
//! Sets the pitch of the source.
/** Range: 0.0f to +inf (Default: 1.0f)
\param pitch: New pitch level. Note that higher values will speed up the playback of the sound. */
virtual void setPitch(const float& pitch) = 0;
//! Sets the source volume before attenuation and other effects.
/** Range: 0.0f to +inf (Default: 1.0f).
\param volume: New volume of the source. */
virtual void setVolume(const float& volume) = 0;
//! Sets the minimum volume that the source can be attenuated to.
/** Range: 0.0f to +inf (Default: 0.0f).
\param minVolume: New minimum volume of the source. */
virtual void setMinVolume(const float& minVolume) = 0;
//! Sets the maximum volume that the source can achieve.
/** Range: 0.0f to +inf (Default: 1.0f).
\param maxVolume: New maximum volume of the source. */
virtual void setMaxVolume(const float& maxVolume) = 0;
//! Sets the angle of the inner sound cone of the source. The cone opens up in the direction of the source as set by setDirection().
/** Note: This causes the sound to be loudest only if the listener is inside this cone.
Range: 0.0f to 360.0f (Default: 360.0f).
\param innerAngle: Inside angle of the cone. */
virtual void setInnerConeAngle(const float& innerAngle) = 0;
//! Sets the angle of the outer sound cone of the source. The cone opens up in the direction of the source as set by setDirection().
/** Note: If the listener is outside of this cone, the sound cannot be heard. Between the inner cone angle and this angle, the sound volume will fall off.
Range: 0.0f to 360.0f (Default: 360.0f).
\param outerAngle: Outside angle of the cone. */
virtual void setOuterConeAngle(const float& outerAngle) = 0;
//! Sets how much the volume of the source is scaled in the outer cone.
/** Range: 0.0f to +inf (Default: 0.0f).
\param outerVolume: Volume of the source in the outside cone. */
virtual void setOuterConeVolume(const float& outerVolume) = 0;
//! Sets the doppler strength, which enhances or diminishes the doppler effect. Can be used to exaggerate the doppler for a special effect.
/** Range: 0.0f to +inf (Default: 1.0f).
\param dstrength: New strength for the doppler effect. */
virtual void setDopplerStrength(const float& dstrength) = 0;
//! Overrides the doppler velocity vector. It is usually better to let the engine take care of it automatically.
/** Note: must be set every time you set the position, velocity, or direction.
\param dvelocity: New doppler vector for the source. */
virtual void setDopplerVelocity(const cVector3& dvelocity) = 0;
//! Convenience function to automatically set the velocity and position for you in a single call.
/** Velocity will be set to new position - last position.
\param position: Position to move the source to. */
virtual void move(const cVector3& position) = 0;
//! Returns the audio objects position
virtual cVector3 getPosition() const = 0;
//! Returns the audio objects velocity
virtual cVector3 getVelocity() const = 0;
//! Returns the audio objects direction
virtual cVector3 getDirection() const = 0;
//! Returns the factor used in attenuating the source over distance
virtual float getRolloffFactor() const = 0;
//! Returns the strength of the source
virtual float getStrength() const = 0;
//! Returns the distance from the source where attenuation will begin
virtual float getMinDistance() const = 0;
//! Returns the distance from the source where attenuation will stop
virtual float getMaxDistance() const = 0;
//! Return true for 2d sounds, false for 3d sounds
virtual bool isRelative() const = 0;
//! Return gain, taking into account volume as well as distance attenuation
virtual float calculateGain() const = 0;
//! Returns the pitch of the source
virtual float getPitch() const = 0;
//! Returns the source volume before attenuation and other effects
virtual float getVolume() const = 0;
//! Returns the minimum volume that the source can be attenuated to
virtual float getMinVolume() const = 0;
//! Returns the maximum volume that the source can achieve
virtual float getMaxVolume() const = 0;
//! Returns the angle of the inner sound cone of the source
virtual float getInnerConeAngle() const = 0;
//! Returns the angle of the outer sound cone of the source
virtual float getOuterConeAngle() const = 0;
//! Returns how much the volume of the source is scaled in the outer cone
virtual float getOuterConeVolume() const = 0;
//! Returns the doppler strength, which enhances or diminishes the doppler effect
virtual float getDopplerStrength() const = 0;
//! Returns the override for the doppler velocity vector
virtual cVector3 getDopplerVelocity() const = 0;
//! Registers a new event handler to this source
/**
\param handler: Pointer to the event handler to register. */
virtual void registerEventHandler(ISourceEventHandler* handler) = 0;
//! Removes a specified event handler from this source
/**
\param handler: Pointer to the event handler to remove. */
virtual void unRegisterEventHandler(ISourceEventHandler* handler) = 0;
//! Removes all event handlers attached to this source
virtual void unRegisterAllEventHandlers() = 0;
#if CAUDIO_EFX_ENABLED == 1
//! Returns the number of effects at one time this source can support.
virtual unsigned int getNumEffectSlotsAvailable() const = 0;
//! Attaches an EFX audio effect to this sound source to a specific slot.
/**
\param slot: Slot to attach this effect to. Range: 0 to getNumEffectSlotsAvailable().
\param effect: Pointer to an effect object to attach.
\return Whether the effect was successfully attached. */
virtual bool attachEffect(unsigned int slot, IEffect* effect) = 0;
//! Removes an EFX audio effect from this sound source.
/**
\param slot: Slot of the effect to remove. Range: 0 to getNumEffectSlotsAvailable().*/
virtual void removeEffect(unsigned int slot) = 0;
//! Attaches an audio filter to this sound source that will operate on the direct feed, separate from any effects.
/**
\param filter: Pointer to the filter to attach. Any previous filter will be dropped.
\return Whether the filter was successfully attached. */
virtual bool attachFilter(IFilter* filter) = 0;
//! Removes a previously attached filter.
virtual void removeFilter() = 0;
#endif
protected:
private:
};
};