caudio/Headers/cAudio.h
Joshua Jones 0c3df1d430 Added audio capture capabilities. The user can now get an interface for audio capture from cAudioManager and record audio from the default recording device.
Added a raw audio decoder, allowing raw audio to be played if the format and frequency is known.  Will also load from .raw files on disk, but will assume the format is 16 bit mono and the frequency is 22050 hz
Added a tutorial to show how recording and playback can be done.
Added the ability for the user to unregister audio codecs that they will not be using.  Also added methods to test for the existance of a decoder and get the decoder factory back.
Moved cVector3.h to include instead of Headers to make using it in user projects easier (one less include path)
Moved the audio format enum to its own header file.
Small fix in the wav decoder to prevent the file header from being played as audio data.
2009-08-11 17:57:20 +00:00

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