caudio/include/IAudio.h

175 lines
7.7 KiB
C++

// Copyright (c) 2008-2010 Raynaldo (Wildicv) Rivera, Joshua (Dark_Kilauea) Jones
// This file is part of the "cAudio Engine"
// For conditions of distribution and use, see copyright notice in cAudio.h
#ifndef IAUDIO_H
#define IAUDIO_H
#include "cAudioDefines.h"
#include "IRefCounted.h"
#include "IAudioDecoder.h"
#include "cVector3.h"
#include "IEffect.h"
#include "IFilter.h"
namespace cAudio
{
class IAudio : public IRefCounted
{
public:
IAudio() {}
virtual ~IAudio() {}
//! Plays the source with the default or last set values
virtual bool play() = 0;
//! Plays the source in 2D mode
virtual bool play2d(const bool& toLoop = false) = 0;
//! Plays the source in 3D mode
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
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;
//! Normally called every frame by the audio manager to update the internal buffers
//! Note: For internal use only.
virtual bool update() = 0;
//! Releases all resources used by the audio source, normally used to clean up before deletion
//! Note: For internal use only.
virtual void release() = 0;
//! Returns if the source is ready to be used
virtual const bool isValid() const = 0;
//! Returns if the source is playing
virtual const bool isPlaying() const = 0;
//! Returns if the source is paused
virtual const bool isPaused() const = 0;
//! Returns if the source is stopped
virtual const bool isStopped() const = 0;
//! Returns if the source is looping
virtual const bool isLooping() const = 0;
//! Sets the position of the source in 3D space
virtual void setPosition(const cVector3& position) = 0;
//! Sets the current velocity of the source for doppler effects
virtual void setVelocity(const cVector3& velocity) = 0;
//! Sets the direction the source is facing
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)
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)
virtual void setStrength(const float& soundstrength) = 0;
//! Sets the distance from the source where attenuation will begin
//! Range: 0.0f to +inf
virtual void setMinDistance(const float& minDistance) = 0;
//! Sets the distance from the source where attenuation will stop
//! Range: 0.0f to +inf
virtual void setMaxDistance(const float& maxDistance) = 0;
//! Sets the pitch of the source
virtual void setPitch(const float& pitch) = 0;
//! Sets the source volume before attenuation and other effects
//! Range: 0.0f to +inf (Default: 1.0f)
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)
virtual void setMinVolume(const float& minVolume) = 0;
//! Sets the maximum volume that the source can achieve
//! Range: 0.0f to +inf (Default: 1.0f)
virtual void setMaxVolume(const float& maxVolume) = 0;
//! Sets the angle of the inner sound cone of the source
//! 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)
virtual void setInnerConeAngle(const float& innerAngle) = 0;
//! Sets the angle of the outer sound cone of the source
//! 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)
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)
virtual void setOuterConeVolume(const float& outerVolume) = 0;
//! Sets the doppler strength, which enhances or diminishes the doppler effect
//! Range: 0.0f to +inf (Default: 1.0f)
virtual void setDopplerStrength(const float& dstrength) = 0;
//! Overrides the doppler velocity vector
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
virtual void move(const cVector3& position) = 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 factor used in attenuating the source over distance
virtual const float getRolloffFactor() const = 0;
//! Returns the strength of the source
virtual const float getStrength() const = 0;
//! Returns the distance from the source where attenuation will begin
virtual const float getMinDistance() const = 0;
//! Returns the distance from the source where attenuation will stop
virtual const float getMaxDistance() const = 0;
//! Returns the pitch of the source
virtual const float getPitch() const = 0;
//! Returns the source volume before attenuation and other effects
virtual const float getVolume() const = 0;
//! Returns the minimum volume that the source can be attenuated to
virtual const float getMinVolume() const = 0;
//! Returns the maximum volume that the source can achieve
virtual const float getMaxVolume() const = 0;
//! Returns the angle of the inner sound cone of the source
virtual const float getInnerConeAngle() const = 0;
//! Returns the angle of the outer sound cone of the source
virtual const float getOuterConeAngle() const = 0;
//! Returns how much the volume of the source is scaled in the outer cone
virtual const float getOuterConeVolume() const = 0;
//! Returns the doppler strength, which enhances or diminishes the doppler effect
virtual const float getDopplerStrength() const = 0;
//! Returns the override for the doppler velocity vector
virtual const cVector3 getDopplerVelocity() const = 0;
#ifdef CAUDIO_EFX_ENABLED
//! 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
//! Range (slot): 0 to getNumEffectSlotsAvailable()
virtual bool attachEffect(unsigned int slot, IEffect* effect) = 0;
//! Removes an EFX audio effect from this sound source
//! Range (slot): 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, seperate from any effects
virtual bool attachFilter(IFilter* filter) = 0;
//! Removes the previously attached filter
virtual void removeFilter() = 0;
#endif
protected:
private:
};
};
#endif //! IAUDIO_H