Add project files.

master
sigonasr2 1 year ago
commit e3ca5ced79
  1. 63
      .gitattributes
  2. 364
      .gitignore
  3. 31
      SoundPGEXTest.sln
  4. BIN
      SoundPGEXTest/SDL2.dll
  5. BIN
      SoundPGEXTest/SDL2.lib
  6. BIN
      SoundPGEXTest/SDL2main.lib
  7. 152
      SoundPGEXTest/SoundPGEXTest.vcxproj
  8. 33
      SoundPGEXTest/SoundPGEXTest.vcxproj.filters
  9. 2
      SoundPGEXTest/emscripten_build.ps1
  10. 51
      SoundPGEXTest/main.cpp
  11. 285
      SoundPGEXTest/olcPGEX_AudioListener.h
  12. 224
      SoundPGEXTest/olcPGEX_AudioSource.h
  13. 6695
      SoundPGEXTest/olcPixelGameEngine.h
  14. BIN
      SoundPGEXTest/pge.data
  15. 1
      SoundPGEXTest/pge.html
  16. 1
      SoundPGEXTest/pge.js
  17. BIN
      SoundPGEXTest/pge.wasm
  18. 555
      SoundPGEXTest/soloud.h
  19. BIN
      SoundPGEXTest/soloud.o
  20. 315
      SoundPGEXTest/soloud_audiosource.h
  21. 68
      SoundPGEXTest/soloud_bassboostfilter.h
  22. 94
      SoundPGEXTest/soloud_biquadresonantfilter.h
  23. 96
      SoundPGEXTest/soloud_bus.h
  24. 710
      SoundPGEXTest/soloud_c.h
  25. 58
      SoundPGEXTest/soloud_dcremovalfilter.h
  26. 71
      SoundPGEXTest/soloud_echofilter.h
  27. 41
      SoundPGEXTest/soloud_error.h
  28. 63
      SoundPGEXTest/soloud_fader.h
  29. 51
      SoundPGEXTest/soloud_fft.h
  30. 57
      SoundPGEXTest/soloud_fftfilter.h
  31. 90
      SoundPGEXTest/soloud_file.h
  32. 36
      SoundPGEXTest/soloud_file_hack_off.h
  33. 60
      SoundPGEXTest/soloud_file_hack_on.h
  34. 76
      SoundPGEXTest/soloud_filter.h
  35. 70
      SoundPGEXTest/soloud_flangerfilter.h
  36. 83
      SoundPGEXTest/soloud_freeverbfilter.h
  37. 164
      SoundPGEXTest/soloud_internal.h
  38. 80
      SoundPGEXTest/soloud_lofifilter.h
  39. 65
      SoundPGEXTest/soloud_misc.h
  40. 110
      SoundPGEXTest/soloud_monotone.h
  41. 74
      SoundPGEXTest/soloud_noise.h
  42. 62
      SoundPGEXTest/soloud_openmpt.h
  43. 72
      SoundPGEXTest/soloud_queue.h
  44. 72
      SoundPGEXTest/soloud_robotizefilter.h
  45. 159
      SoundPGEXTest/soloud_sfxr.h
  46. 79
      SoundPGEXTest/soloud_speech.h
  47. BIN
      SoundPGEXTest/soloud_static.lib
  48. 74
      SoundPGEXTest/soloud_tedsid.h
  49. 84
      SoundPGEXTest/soloud_thread.h
  50. 108
      SoundPGEXTest/soloud_vic.h
  51. 82
      SoundPGEXTest/soloud_vizsn.h
  52. 74
      SoundPGEXTest/soloud_wav.h
  53. 63
      SoundPGEXTest/soloud_waveshaperfilter.h
  54. 106
      SoundPGEXTest/soloud_wavstream.h

63
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364
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@ -0,0 +1,2 @@
~\Documents\emsdk\emsdk_env.ps1 activate latest
em++ -std=c++17 -O2 -s ALLOW_MEMORY_GROWTH=1 -s MAX_WEBGL_VERSION=2 -s MIN_WEBGL_VERSION=2 -s USE_LIBPNG=1 -s USE_SDL_MIXER=2 -sSTACK_SIZE=5MB $(Get-ChildItem *.cpp) soloud.o -o pge.html --preload-file assets

@ -0,0 +1,51 @@
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define AUDIO_LISTENER_IMPLEMENTATION
#include "olcPGEX_AudioListener.h"
#define AUDIO_SOURCE_IMPLEMENTATION
#include "olcPGEX_AudioSource.h"
// Override base class with your custom functionality
class Example : public olc::PixelGameEngine
{
public:
Example()
{
// Name your application
sAppName = "Example";
}
olcPGEX_AudioListener AL;
olcPGEX_AudioSource AS_Test;
public:
bool OnUserCreate() override
{
// Called once at the start, so create things here
AL.AudioSystemInit();
AS_Test.AL = &AL;
AS_Test.LoadAudioSample(0, "./assets/test.wav");
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Input
if (GetKey(olc::Key::P).bPressed)
AS_Test.Play();
// Called once per frame, draws random coloured pixels
for (int x = 0; x < ScreenWidth(); x++)
for (int y = 0; y < ScreenHeight(); y++)
Draw(x, y, olc::Pixel(rand() % 256, rand() % 256, rand() % 256));
return true;
}
};
int main()
{
Example demo;
if (demo.Construct(256, 240, 4, 4))
demo.Start();
return 0;
}

@ -0,0 +1,285 @@
/*
olcPGEX_AudioListener.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| AudioListener v1.0 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
This is an extension to the olcPixelGameEngine v2.16 and above.
Its purpose is to allow audio integration into PGE which is
compatible with Emscripten for Web applications also.
Unlike my other extensions, this one requires some external
libraries and additional setup (refer to github for instructions).
In addition to the libraries the following files are required:
olcPGEX_AudioListener.h (this file)
olcPGEX_AudioSource.h
These can be found in the github repo as well...
What it can do:
~~~~~~~~~~~~~~~
Play Audio!
Using SDL2 as a backend and SoLoud as a frontend, this extension allows you
to easily load and manipulate sound in a way that is cross platform and also
has web support (using emscripten for PGE).
In addition to the standard PLAY, PAUSE, and STOP controls you can also adjust
VOLUME settings and MODULATION (playback speed).
WAV and OGG are supported on most backends, however MP3 is also supported by
SoLoud and SDL2 (even inside the web browser!).
Limitations:
~~~~~~~~~~~~
Requires SDL2, SDL2_Mixer, and SoLoud libraries be installed and linked
successfully (detailed instructions on the github repo).
How Does It Work?
~~~~~~~~~~~~~~~~~
Once you have followed the setup instructions on the github repo and
successfully compiled the test program you are ready to follow these
instructions...
Add the following defines / includes underneath your olcPixelGameEngine
include:
#define AUDIO_LISTENER_IMPLEMENTATION
#include "olcPGEX_AudioListener.h"
#define AUDIO_SOURCE_IMPLEMENTATION
#include "olcPGEX_AudioSource.h"
(Order matters here, they must be included exactly as above!)
In your declarations add exactly (1) AudioListener
olcPGEX_AudioListener AL{};
(Note: Currently, only 1 instance of an AudioListener is permitted)
Now add at least (1) AudioSource (you will eventually add many of these)
olcPGEX_AudioSource AS_Test{};
In the OnUserCreate function you must now initialise the AudioListener
AL.AudioSystemInit();
Next we can assign our AudioListener to our AudioSource and load an audio file
AS_Test.AL = &game.AL;
AS_Test.LoadAudioSample(1, "./assets/mus/Test.mp3");
This assumes you have an MP3 file called "Test.mp3" in the listed folder in your
project directory. Also note the ID is set to "1" in this example. It is recommended
that you assign labels to your audio files as IDs instead so you can more easily
keep track of them. For example
enum AUDIO
{
NULL_SND = 0, // used as a default case
TEST_SND = 1,
// add other sounds here
};
AS_Test.LoadAudioSample(TEST_SND, "./assets/mus/Test.mp3");
This way you can easily refer to your sound without having to remember the integer
value you assigned it in the beginning...
Now all that is left to do is play the sound...
In OnUserUpdate we can play / stop the sound using the SPACEBAR like so
if (GetKey(olc::Key::SPACE).bPressed)
{
if (AS_Test.bIsPlaying)
AS_Test.Stop();
else
AS_Test.Play();
}
Those are the basics... other features can be accessed in much the same way.
Enjoy!
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Author
~~~~~~
Justin Richards
*/
#pragma once
#ifndef OLC_PGEX_AUDIO_LISTENER
#define OLC_PGEX_AUDIO_LISTENER
#include "soloud.h"
#include "soloud_wav.h"
class olcPGEX_AudioListener : public olc::PGEX
{
public:
// Struct to keep the Audio Sample data together
struct sAudioSample
{
sAudioSample(int ID, SoLoud::Wav* wavPtr)
{
nSampleID = ID;
wav = wavPtr;
}
int nSampleID;
SoLoud::Wav* wav;
};
// SoLoud Audio Engine Object
SoLoud::Soloud soloud;
// Position used for volume calculations
olc::vf2d vecPos = { 0.0f, 0.0f };
// Global volume settings
float fMusicVolume = 0.2f;
float fSoundFXVolume = 0.4f;
bool bMusicOn = true;
bool bSoundOn = true;
// Vector of Audio Samples
std::vector<sAudioSample> audioSamples;
std::list<SoLoud::Wav> wavs;
// Initialise the Audio Engine, and Destroy it when done
void AudioSystemInit();
void AudioSystemDestroy();
// Load a file and store it in the list of wavs
void LoadAudioSample(int ID, const char* fileName);
// Identify a particular Audio Sample based on its ID
sAudioSample* GetAudioSampleByID(int ID);
// Update the spacial position of the Audio Listener
void UpdatePosition(olc::vf2d pos);
// Calculate distance between listener and source
float GetDistance(olc::vf2d sourcePos, bool returnRoot = true);
};
#ifdef AUDIO_LISTENER_IMPLEMENTATION
#undef AUDIO_LISTENER_IMPLEMENTATION
void olcPGEX_AudioListener::AudioSystemInit()
{
// Initialise the SoLoud backend
soloud.init();
}
void olcPGEX_AudioListener::AudioSystemDestroy()
{
// Clean up the SoLoud engine
soloud.deinit();
}
void olcPGEX_AudioListener::LoadAudioSample(int ID, const char* fileName)
{
// Search for any matching IDs
for (auto& a : audioSamples)
if (a.nSampleID == ID) return; // Audio Sample is already loaded, no need to load the same file twice!
// Add a new wav to the list of wavs and get a pointer to it
wavs.push_back(SoLoud::Wav());
SoLoud::Wav* wavPtr = &wavs.back();
// Use the pointer to load the file into the back of the wav list
wavPtr->load(fileName);
// Create a new Audio sample object in the vector of samples that links both the ID and wav file itself, for convenience
audioSamples.emplace_back(sAudioSample(ID, wavPtr));
}
olcPGEX_AudioListener::sAudioSample* olcPGEX_AudioListener::GetAudioSampleByID(int ID)
{
// Look for matching IDs
for (auto& a : audioSamples)
if (ID == a.nSampleID) return &a; // Match found! Return it...
// No match found, need to return a reference so we return the first sample in the list
return &audioSamples[0];
}
void olcPGEX_AudioListener::UpdatePosition(olc::vf2d pos)
{
// Position
vecPos = pos;
}
float olcPGEX_AudioListener::GetDistance(olc::vf2d sourcePos, bool returnRoot)
{
// Return the distance via square root if needed, or the squared version when optimisation is possible
if (returnRoot)
return sqrtf(abs(sourcePos.x * sourcePos.x - vecPos.x * vecPos.x) + abs(sourcePos.y * sourcePos.y - vecPos.y * vecPos.y));
else
return abs(sourcePos.x * sourcePos.x - vecPos.x * vecPos.x) + abs(sourcePos.y * sourcePos.y - vecPos.y * vecPos.y);
}
#endif // AUDIO_LISTENER_IMPLEMENTATION
#endif

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/*
olcPGEX_AudioSource.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| AudioSource v1.0 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
This is an extension to the olcPixelGameEngine v2.16 and above.
It is to be used in conjunction with olcPGEX_AudioListener.h.
A detailed description and instructions can be found in that
header file, please refer to it instead :-)
Enjoy!
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Author
~~~~~~
Justin Richards
*/
#ifndef OLC_PGEX_AUDIO_SOURCE
#define OLC_PGEX_AUDIO_SOURCE
#pragma once
#include "olcPGEX_AudioListener.h"
class olcPGEX_AudioSource : public olc::PGEX
{
public:
// Pointer to the Audio Listener for this object
olcPGEX_AudioListener* AL;
// Handle for this particular copy of the sound
int handle = 255;
// Maximum copies of this sound allowed for this audio source
//const int nMaxSamples = 4;
//int nSampleHandles[4] = { 255, 255, 255, 255 };
// Audio Sample ID used to locate which sound to play
int nID;
// Convenient BOOL to determine playback status
bool bIsPlaying = false;
// Current Playback Speed
float fPlaySpeed = 1.0f;
// Volume
float fVolume = 1.0f;
float fMinVolume = 0.0f;
float fMaxVolume = 1.0f;
// Does the Audio Sample Loop?
bool bLooping = false;
// Paused status
bool bPaused = false;
// Object position, used for calculating volume
olc::vf2d pos = { 0.0f, 0.0f };
// Instruct Audio Listener to load this sound (if not loaded already)
void LoadAudioSample(int ID, const char* fileName);
// Play the Audio Sample, with given parameters
void Play(float speed = 1.0f, float vol = 1.0f, bool looping = false, bool paused = false);
// Pause or Un-Pause - maintains the playback position and handle
void Pause(bool pauseState = true);
// Stop - playback position and handle will be lost
void Stop();
// Audio Modulation - control the speed of playback
void ModulateAudio(float minPlaySpeed, float maxPlaySpeed, float modulation, bool precise = false, bool deferred = false);
// Adjust Volume
void SetVolume(float vol, float minVol = 0.0f, float maxVol = 1.0f);
// Set Default Parameters
void SetDefaults(float speed, float vol, float minVol, float maxVol, bool looping);
};
#ifdef AUDIO_SOURCE_IMPLEMENTATION
#undef AUDIO_SOURCE_IMPLEMENTATION
void olcPGEX_AudioSource::LoadAudioSample(int ID, const char* fileName)
{
// Link the IDs together
nID = ID;
// Call the Audio Listener to load the sample
AL->LoadAudioSample(ID, fileName);
}
void olcPGEX_AudioSource::Play(float speed, float vol, bool looping, bool paused)
{
// Set parameters
fPlaySpeed = speed;
fVolume = vol;
bLooping = looping;
bPaused = paused;
// Assign a handle to this instance of the sound we are about to play
handle = AL->soloud.play(*AL->GetAudioSampleByID(nID)->wav, fVolume, 0.0f, bPaused);
// Set speed and looping
AL->soloud.setRelativePlaySpeed(handle, fPlaySpeed);
AL->soloud.setLooping(handle, looping);
// Update Play status
bIsPlaying = true;
}
void olcPGEX_AudioSource::Pause(bool pauseState)
{
// Use the Audio Listener to pause or un-pause the sound as neccessary
AL->soloud.setPause(handle, pauseState);
// Update Play status
bIsPlaying = !pauseState;
}
void olcPGEX_AudioSource::Stop()
{
// Use the Audio Listener to stop the sound
AL->soloud.stop(handle);
// The current handle will now point to nothing, so we set it to MAX so we can test for validity if need be
handle = 255;
// Update Play status
bIsPlaying = false;
}
void olcPGEX_AudioSource::ModulateAudio(float minPlaySpeed, float maxPlaySpeed, float modulation, bool precise, bool deferred)
{
// Apply the modulation
if (precise)
fPlaySpeed = modulation;
else
fPlaySpeed += modulation;
// Adjust the play speed to keep it within range
if (fPlaySpeed < minPlaySpeed) fPlaySpeed = minPlaySpeed;
else if (fPlaySpeed > maxPlaySpeed) fPlaySpeed = maxPlaySpeed;
// If multiple adjustments to the playback speed are required, then the Audio Listener update itself can be
// deferred until the very last adjustment is made... A small optimisation
if (!deferred)
AL->soloud.setRelativePlaySpeed(handle, fPlaySpeed);
}
void olcPGEX_AudioSource::SetVolume(float vol, float minVol, float maxVol)
{
// Set volume
fVolume = vol;
// Clamp volume withing set bounds
if (fVolume < minVol)
fVolume = minVol;
else if (fVolume > maxVol)
fVolume = maxVol;
// Instruct the Audio Listener to apply the volume change
AL->soloud.setVolume(handle, fVolume);
}
void olcPGEX_AudioSource::SetDefaults(float speed, float vol, float minVol, float maxVol, bool looping)
{
// Set defaults for this particular Audio Source
fPlaySpeed = speed;
fVolume = vol;
fMinVolume = minVol;
fMaxVolume = maxVol;
bLooping = looping;
}
#endif // AUDIO_SOURCE_IMPLEMENTATION
#endif

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/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_H
#define SOLOUD_H
#include <stdlib.h> // rand
#include <math.h> // sin
#ifdef SOLOUD_NO_ASSERTS
#define SOLOUD_ASSERT(x)
#else
#ifdef _MSC_VER
#include <stdio.h> // for sprintf in asserts
#ifndef VC_EXTRALEAN
#define VC_EXTRALEAN
#endif
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h> // only needed for OutputDebugStringA, should be solved somehow.
#define SOLOUD_ASSERT(x) if (!(x)) { char temp[200]; sprintf(temp, "%s(%d): assert(%s) failed.\n", __FILE__, __LINE__, #x); OutputDebugStringA(temp); __debugbreak(); }
#else
#include <assert.h> // assert
#define SOLOUD_ASSERT(x) assert(x)
#endif
#endif
#ifdef WITH_SDL
#undef WITH_SDL2
#undef WITH_SDL1
#define WITH_SDL1
#define WITH_SDL2
#endif
#ifdef WITH_SDL_STATIC
#undef WITH_SDL1_STATIC
#define WITH_SDL1_STATIC
#endif
#ifndef M_PI
#define M_PI 3.14159265359
#endif
#if defined(_WIN32)||defined(_WIN64)
#define WINDOWS_VERSION
#endif
#if !defined(DISABLE_SIMD)
#if defined(__x86_64__) || defined( _M_X64 ) || defined( __i386 ) || defined( _M_IX86 )
#define SOLOUD_SSE_INTRINSICS
#endif
#endif
#define SOLOUD_VERSION 202002
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Configuration defines
// Maximum number of filters per stream
#define FILTERS_PER_STREAM 8
// Number of samples to process on one go
#define SAMPLE_GRANULARITY 512
// Maximum number of concurrent voices (hard limit is 4095)
#define VOICE_COUNT 1024
// Use linear resampler
#define RESAMPLER_LINEAR
// 1)mono, 2)stereo 4)quad 6)5.1 8)7.1
#define MAX_CHANNELS 8
//
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Typedefs have to be made before the includes, as the
// includes depend on them.
namespace SoLoud
{
class Soloud;
typedef void (*mutexCallFunction)(void *aMutexPtr);
typedef void (*soloudCallFunction)(Soloud *aSoloud);
typedef unsigned int result;
typedef unsigned int handle;
typedef double time;
};
namespace SoLoud
{
// Class that handles aligned allocations to support vectorized operations
class AlignedFloatBuffer
{
public:
float *mData; // aligned pointer
unsigned char *mBasePtr; // raw allocated pointer (for delete)
int mFloats; // size of buffer (w/out padding)
// ctor
AlignedFloatBuffer();
// Allocate and align buffer
result init(unsigned int aFloats);
// Clear data to zero.
void clear();
// dtor
~AlignedFloatBuffer();
};
// Lightweight class that handles small aligned buffer to support vectorized operations
class TinyAlignedFloatBuffer
{
public:
float *mData; // aligned pointer
unsigned char mActualData[sizeof(float) * 16 + 16];
// ctor
TinyAlignedFloatBuffer();
};
};
#include "soloud_filter.h"
#include "soloud_fader.h"
#include "soloud_audiosource.h"
#include "soloud_bus.h"
#include "soloud_queue.h"
#include "soloud_error.h"
namespace SoLoud
{
// Soloud core class.
class Soloud
{
public:
// Back-end data; content is up to the back-end implementation.
void * mBackendData;
// Pointer for the audio thread mutex.
void * mAudioThreadMutex;
// Flag for when we're inside the mutex, used for debugging.
bool mInsideAudioThreadMutex;
// Called by SoLoud to shut down the back-end. If NULL, not called. Should be set by back-end.
soloudCallFunction mBackendCleanupFunc;
// CTor
Soloud();
// DTor
~Soloud();
enum BACKENDS
{
AUTO = 0,
SDL1,
SDL2,
PORTAUDIO,
WINMM,
XAUDIO2,
WASAPI,
ALSA,
JACK,
OSS,
OPENAL,
COREAUDIO,
OPENSLES,
VITA_HOMEBREW,
MINIAUDIO,
NOSOUND,
NULLDRIVER,
BACKEND_MAX,
};
enum FLAGS
{
// Use round-off clipper
CLIP_ROUNDOFF = 1,
ENABLE_VISUALIZATION = 2,
LEFT_HANDED_3D = 4,
NO_FPU_REGISTER_CHANGE = 8
};
// Initialize SoLoud. Must be called before SoLoud can be used.
result init(unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aBackend = Soloud::AUTO, unsigned int aSamplerate = Soloud::AUTO, unsigned int aBufferSize = Soloud::AUTO, unsigned int aChannels = 2);
// Deinitialize SoLoud. Must be called before shutting down.
void deinit();
// Query SoLoud version number (should equal to SOLOUD_VERSION macro)
unsigned int getVersion() const;
// Translate error number to an asciiz string
const char * getErrorString(result aErrorCode) const;
// Returns current backend ID (BACKENDS enum)
unsigned int getBackendId();
// Returns current backend string. May be NULL.
const char * getBackendString();
// Returns current backend channel count (1 mono, 2 stereo, etc)
unsigned int getBackendChannels();
// Returns current backend sample rate
unsigned int getBackendSamplerate();
// Returns current backend buffer size
unsigned int getBackendBufferSize();
// Set speaker position in 3d space
result setSpeakerPosition(unsigned int aChannel, float aX, float aY, float aZ);
// Get speaker position in 3d space
result getSpeakerPosition(unsigned int aChannel, float &aX, float &aY, float &aZ);
// Start playing a sound. Returns voice handle, which can be ignored or used to alter the playing sound's parameters. Negative volume means to use default.
handle play(AudioSource &aSound, float aVolume = -1.0f, float aPan = 0.0f, bool aPaused = 0, unsigned int aBus = 0);
// Start playing a sound delayed in relation to other sounds called via this function. Negative volume means to use default.
handle playClocked(time aSoundTime, AudioSource &aSound, float aVolume = -1.0f, float aPan = 0.0f, unsigned int aBus = 0);
// Start playing a 3d audio source
handle play3d(AudioSource &aSound, float aPosX, float aPosY, float aPosZ, float aVelX = 0.0f, float aVelY = 0.0f, float aVelZ = 0.0f, float aVolume = 1.0f, bool aPaused = 0, unsigned int aBus = 0);
// Start playing a 3d audio source, delayed in relation to other sounds called via this function.
handle play3dClocked(time aSoundTime, AudioSource &aSound, float aPosX, float aPosY, float aPosZ, float aVelX = 0.0f, float aVelY = 0.0f, float aVelZ = 0.0f, float aVolume = 1.0f, unsigned int aBus = 0);
// Start playing a sound without any panning. It will be played at full volume.
handle playBackground(AudioSource &aSound, float aVolume = -1.0f, bool aPaused = 0, unsigned int aBus = 0);
// Seek the audio stream to certain point in time. Some streams can't seek backwards. Relative play speed affects time.
result seek(handle aVoiceHandle, time aSeconds);
// Stop the sound.
void stop(handle aVoiceHandle);
// Stop all voices.
void stopAll();
// Stop all voices that play this sound source
void stopAudioSource(AudioSource &aSound);
// Count voices that play this audio source
int countAudioSource(AudioSource &aSound);
// Set a live filter parameter. Use 0 for the global filters.
void setFilterParameter(handle aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId, float aValue);
// Get a live filter parameter. Use 0 for the global filters.
float getFilterParameter(handle aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId);
// Fade a live filter parameter. Use 0 for the global filters.
void fadeFilterParameter(handle aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId, float aTo, time aTime);
// Oscillate a live filter parameter. Use 0 for the global filters.
void oscillateFilterParameter(handle aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId, float aFrom, float aTo, time aTime);
// Get current play time, in seconds.
time getStreamTime(handle aVoiceHandle);
// Get current sample position, in seconds.
time getStreamPosition(handle aVoiceHandle);
// Get current pause state.
bool getPause(handle aVoiceHandle);
// Get current volume.
float getVolume(handle aVoiceHandle);
// Get current overall volume (set volume * 3d volume)
float getOverallVolume(handle aVoiceHandle);
// Get current pan.
float getPan(handle aVoiceHandle);
// Get current sample rate.
float getSamplerate(handle aVoiceHandle);
// Get current voice protection state.
bool getProtectVoice(handle aVoiceHandle);
// Get the current number of busy voices.
unsigned int getActiveVoiceCount();
// Get the current number of voices in SoLoud
unsigned int getVoiceCount();
// Check if the handle is still valid, or if the sound has stopped.
bool isValidVoiceHandle(handle aVoiceHandle);
// Get current relative play speed.
float getRelativePlaySpeed(handle aVoiceHandle);
// Get current post-clip scaler value.
float getPostClipScaler() const;
// Get current global volume
float getGlobalVolume() const;
// Get current maximum active voice setting
unsigned int getMaxActiveVoiceCount() const;
// Query whether a voice is set to loop.
bool getLooping(handle aVoiceHandle);
// Get voice loop point value
time getLoopPoint(handle aVoiceHandle);
// Set voice loop point value
void setLoopPoint(handle aVoiceHandle, time aLoopPoint);
// Set voice's loop state
void setLooping(handle aVoiceHandle, bool aLooping);
// Set current maximum active voice setting
result setMaxActiveVoiceCount(unsigned int aVoiceCount);
// Set behavior for inaudible sounds
void setInaudibleBehavior(handle aVoiceHandle, bool aMustTick, bool aKill);
// Set the global volume
void setGlobalVolume(float aVolume);
// Set the post clip scaler value
void setPostClipScaler(float aScaler);
// Set the pause state
void setPause(handle aVoiceHandle, bool aPause);
// Pause all voices
void setPauseAll(bool aPause);
// Set the relative play speed
result setRelativePlaySpeed(handle aVoiceHandle, float aSpeed);
// Set the voice protection state
void setProtectVoice(handle aVoiceHandle, bool aProtect);
// Set the sample rate
void setSamplerate(handle aVoiceHandle, float aSamplerate);
// Set panning value; -1 is left, 0 is center, 1 is right
void setPan(handle aVoiceHandle, float aPan);
// Set absolute left/right volumes
void setPanAbsolute(handle aVoiceHandle, float aLVolume, float aRVolume, float aLBVolume = 0, float aRBVolume = 0, float aCVolume = 0, float aSVolume = 0);
// Set overall volume
void setVolume(handle aVoiceHandle, float aVolume);
// Set delay, in samples, before starting to play samples. Calling this on a live sound will cause glitches.
void setDelaySamples(handle aVoiceHandle, unsigned int aSamples);
// Set up volume fader
void fadeVolume(handle aVoiceHandle, float aTo, time aTime);
// Set up panning fader
void fadePan(handle aVoiceHandle, float aTo, time aTime);
// Set up relative play speed fader
void fadeRelativePlaySpeed(handle aVoiceHandle, float aTo, time aTime);
// Set up global volume fader
void fadeGlobalVolume(float aTo, time aTime);
// Schedule a stream to pause
void schedulePause(handle aVoiceHandle, time aTime);
// Schedule a stream to stop
void scheduleStop(handle aVoiceHandle, time aTime);
// Set up volume oscillator
void oscillateVolume(handle aVoiceHandle, float aFrom, float aTo, time aTime);
// Set up panning oscillator
void oscillatePan(handle aVoiceHandle, float aFrom, float aTo, time aTime);
// Set up relative play speed oscillator
void oscillateRelativePlaySpeed(handle aVoiceHandle, float aFrom, float aTo, time aTime);
// Set up global volume oscillator
void oscillateGlobalVolume(float aFrom, float aTo, time aTime);
// Set global filters. Set to NULL to clear the filter.
void setGlobalFilter(unsigned int aFilterId, Filter *aFilter);
// Enable or disable visualization data gathering
void setVisualizationEnable(bool aEnable);
// Calculate and get 256 floats of FFT data for visualization. Visualization has to be enabled before use.
float *calcFFT();
// Get 256 floats of wave data for visualization. Visualization has to be enabled before use.
float *getWave();
// Get approximate output volume for a channel for visualization. Visualization has to be enabled before use.
float getApproximateVolume(unsigned int aChannel);
// Get current loop count. Returns 0 if handle is not valid. (All audio sources may not update loop count)
unsigned int getLoopCount(handle aVoiceHandle);
// Get audiosource-specific information from a voice.
float getInfo(handle aVoiceHandle, unsigned int aInfoKey);
// Create a voice group. Returns 0 if unable (out of voice groups / out of memory)
handle createVoiceGroup();
// Destroy a voice group.
result destroyVoiceGroup(handle aVoiceGroupHandle);
// Add a voice handle to a voice group
result addVoiceToGroup(handle aVoiceGroupHandle, handle aVoiceHandle);
// Is this handle a valid voice group?
bool isVoiceGroup(handle aVoiceGroupHandle);
// Is this voice group empty?
bool isVoiceGroupEmpty(handle aVoiceGroupHandle);
// Perform 3d audio parameter update
void update3dAudio();
// Set the speed of sound constant for doppler
result set3dSoundSpeed(float aSpeed);
// Get the current speed of sound constant for doppler
float get3dSoundSpeed();
// Set 3d listener parameters
void set3dListenerParameters(float aPosX, float aPosY, float aPosZ, float aAtX, float aAtY, float aAtZ, float aUpX, float aUpY, float aUpZ, float aVelocityX = 0.0f, float aVelocityY = 0.0f, float aVelocityZ = 0.0f);
// Set 3d listener position
void set3dListenerPosition(float aPosX, float aPosY, float aPosZ);
// Set 3d listener "at" vector
void set3dListenerAt(float aAtX, float aAtY, float aAtZ);
// set 3d listener "up" vector
void set3dListenerUp(float aUpX, float aUpY, float aUpZ);
// Set 3d listener velocity
void set3dListenerVelocity(float aVelocityX, float aVelocityY, float aVelocityZ);
// Set 3d audio source parameters
void set3dSourceParameters(handle aVoiceHandle, float aPosX, float aPosY, float aPosZ, float aVelocityX = 0.0f, float aVelocityY = 0.0f, float aVelocityZ = 0.0f);
// Set 3d audio source position
void set3dSourcePosition(handle aVoiceHandle, float aPosX, float aPosY, float aPosZ);
// Set 3d audio source velocity
void set3dSourceVelocity(handle aVoiceHandle, float aVelocityX, float aVelocityY, float aVelocityZ);
// Set 3d audio source min/max distance (distance < min means max volume)
void set3dSourceMinMaxDistance(handle aVoiceHandle, float aMinDistance, float aMaxDistance);
// Set 3d audio source attenuation parameters
void set3dSourceAttenuation(handle aVoiceHandle, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
// Set 3d audio source doppler factor to reduce or enhance doppler effect. Default = 1.0
void set3dSourceDopplerFactor(handle aVoiceHandle, float aDopplerFactor);
// Rest of the stuff is used internally.
// Returns mixed float samples in buffer. Called by the back-end, or user with null driver.
void mix(float *aBuffer, unsigned int aSamples);
// Returns mixed 16-bit signed integer samples in buffer. Called by the back-end, or user with null driver.
void mixSigned16(short *aBuffer, unsigned int aSamples);
public:
// Mix N samples * M channels. Called by other mix_ functions.
void mix_internal(unsigned int aSamples);
// Handle rest of initialization (called from backend)
void postinit_internal(unsigned int aSamplerate, unsigned int aBufferSize, unsigned int aFlags, unsigned int aChannels);
// Update list of active voices
void calcActiveVoices_internal();
// Map resample buffers to active voices
void mapResampleBuffers_internal();
// Perform mixing for a specific bus
void mixBus_internal(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize, float *aScratch, unsigned int aBus, float aSamplerate, unsigned int aChannels);
// Find a free voice, stopping the oldest if no free voice is found.
int findFreeVoice_internal();
// Converts handle to voice, if the handle is valid. Returns -1 if not.
int getVoiceFromHandle_internal(handle aVoiceHandle) const;
// Converts voice + playindex into handle
handle getHandleFromVoice_internal(unsigned int aVoice) const;
// Stop voice (not handle).
void stopVoice_internal(unsigned int aVoice);
// Set voice (not handle) pan.
void setVoicePan_internal(unsigned int aVoice, float aPan);
// Set voice (not handle) relative play speed.
result setVoiceRelativePlaySpeed_internal(unsigned int aVoice, float aSpeed);
// Set voice (not handle) volume.
void setVoiceVolume_internal(unsigned int aVoice, float aVolume);
// Set voice (not handle) pause state.
void setVoicePause_internal(unsigned int aVoice, int aPause);
// Update overall volume from set and 3d volumes
void updateVoiceVolume_internal(unsigned int aVoice);
// Update overall relative play speed from set and 3d speeds
void updateVoiceRelativePlaySpeed_internal(unsigned int aVoice);
// Perform 3d audio calculation for array of voices
void update3dVoices_internal(unsigned int *aVoiceList, unsigned int aVoiceCount);
// Clip the samples in the buffer
void clip_internal(AlignedFloatBuffer &aBuffer, AlignedFloatBuffer &aDestBuffer, unsigned int aSamples, float aVolume0, float aVolume1);
// Remove all non-active voices from group
void trimVoiceGroup_internal(handle aVoiceGroupHandle);
// Get pointer to the zero-terminated array of voice handles in a voice group
handle * voiceGroupHandleToArray_internal(handle aVoiceGroupHandle) const;
// Lock audio thread mutex.
void lockAudioMutex_internal();
// Unlock audio thread mutex.
void unlockAudioMutex_internal();
// Max. number of active voices. Busses and tickable inaudibles also count against this.
unsigned int mMaxActiveVoices;
// Highest voice in use so far
unsigned int mHighestVoice;
// Scratch buffer, used for resampling.
AlignedFloatBuffer mScratch;
// Current size of the scratch, in samples.
unsigned int mScratchSize;
// Amount of scratch needed.
unsigned int mScratchNeeded;
// Output scratch buffer, used in mix_().
AlignedFloatBuffer mOutputScratch;
// Resampler buffers, two per active voice.
AlignedFloatBuffer *mResampleData;
// Owners of the resample data
AudioSourceInstance **mResampleDataOwner;
// Audio voices.
AudioSourceInstance *mVoice[VOICE_COUNT];
// Output sample rate (not float)
unsigned int mSamplerate;
// Output channel count
unsigned int mChannels;
// Current backend ID
unsigned int mBackendID;
// Current backend string
const char * mBackendString;
// Maximum size of output buffer; used to calculate needed scratch.
unsigned int mBufferSize;
// Flags; see Soloud::FLAGS
unsigned int mFlags;
// Global volume. Applied before clipping.
float mGlobalVolume;
// Post-clip scaler. Applied after clipping.
float mPostClipScaler;
// Current play index. Used to create audio handles.
unsigned int mPlayIndex;
// Current sound source index. Used to create sound source IDs.
unsigned int mAudioSourceID;
// Fader for the global volume.
Fader mGlobalVolumeFader;
// Global stream time, for the global volume fader.
time mStreamTime;
// Last time seen by the playClocked call
time mLastClockedTime;
// Global filter
Filter *mFilter[FILTERS_PER_STREAM];
// Global filter instance
FilterInstance *mFilterInstance[FILTERS_PER_STREAM];
// Approximate volume for channels.
float mVisualizationChannelVolume[MAX_CHANNELS];
// Mono-mixed wave data for visualization and for visualization FFT input
float mVisualizationWaveData[256];
// FFT output data
float mFFTData[256];
// Snapshot of wave data for visualization
float mWaveData[256];
// 3d listener position
float m3dPosition[3];
// 3d listener look-at
float m3dAt[3];
// 3d listener up
float m3dUp[3];
// 3d listener velocity
float m3dVelocity[3];
// 3d speed of sound (for doppler)
float m3dSoundSpeed;
// 3d position of speakers
float m3dSpeakerPosition[3 * MAX_CHANNELS];
// Data related to 3d processing, separate from AudioSource so we can do 3d calculations without audio mutex.
AudioSourceInstance3dData m3dData[VOICE_COUNT];
// For each voice group, first int is number of ints alocated.
unsigned int **mVoiceGroup;
unsigned int mVoiceGroupCount;
// List of currently active voices
unsigned int mActiveVoice[VOICE_COUNT];
// Number of currently active voices
unsigned int mActiveVoiceCount;
// Active voices list needs to be recalculated
bool mActiveVoiceDirty;
};
};
#endif

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/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_AUDIOSOURCE_H
#define SOLOUD_AUDIOSOURCE_H
#include "soloud.h"
#include "soloud_fader.h"
#include "soloud_filter.h"
namespace SoLoud
{
class AudioSource;
class AudioSourceInstance;
class AudioSourceInstance3dData;
class AudioCollider
{
public:
// Calculate volume multiplier. Assumed to return value between 0 and 1.
virtual float collide(Soloud *aSoloud, AudioSourceInstance3dData *aAudioInstance3dData, int aUserData) = 0;
};
class AudioAttenuator
{
public:
virtual float attenuate(float aDistance, float aMinDistance, float aMaxDistance, float aRolloffFactor) = 0;
};
class AudioSourceInstance3dData
{
public:
// ctor
AudioSourceInstance3dData();
// Set settings from audiosource
void init(AudioSource &aSource);
// 3d position
float m3dPosition[3];
// 3d velocity
float m3dVelocity[3];
// 3d cone direction
/*
float m3dConeDirection[3];
// 3d cone inner angle
float m3dConeInnerAngle;
// 3d cone outer angle
float m3dConeOuterAngle;
// 3d cone outer volume multiplier
float m3dConeOuterVolume;
*/
// 3d min distance
float m3dMinDistance;
// 3d max distance
float m3dMaxDistance;
// 3d attenuation rolloff factor
float m3dAttenuationRolloff;
// 3d attenuation model
unsigned int m3dAttenuationModel;
// 3d doppler factor
float m3dDopplerFactor;
// Pointer to a custom audio collider object
AudioCollider *mCollider;
// Pointer to a custom audio attenuator object
AudioAttenuator *mAttenuator;
// User data related to audio collider
int mColliderData;
// Doppler sample rate multiplier
float mDopplerValue;
// Overall 3d volume
float m3dVolume;
// Channel volume
float mChannelVolume[MAX_CHANNELS];
// Copy of flags
unsigned int mFlags;
// Latest handle for this voice
handle mHandle;
};
// Base class for audio instances
class AudioSourceInstance
{
public:
enum FLAGS
{
// This audio instance loops (if supported)
LOOPING = 1,
// This audio instance is protected - won't get stopped if we run out of voices
PROTECTED = 2,
// This audio instance is paused
PAUSED = 4,
// This audio instance is affected by 3d processing
PROCESS_3D = 8,
// This audio instance has listener-relative 3d coordinates
LISTENER_RELATIVE = 16,
// Currently inaudible
INAUDIBLE = 32,
// If inaudible, should be killed (default = don't kill kill)
INAUDIBLE_KILL = 64,
// If inaudible, should still be ticked (default = pause)
INAUDIBLE_TICK = 128
};
// Ctor
AudioSourceInstance();
// Dtor
virtual ~AudioSourceInstance();
// Play index; used to identify instances from handles
unsigned int mPlayIndex;
// Loop count
unsigned int mLoopCount;
// Flags; see AudioSourceInstance::FLAGS
unsigned int mFlags;
// Pan value, for getPan()
float mPan;
// Volume for each channel (panning)
float mChannelVolume[MAX_CHANNELS];
// Set volume
float mSetVolume;
// Overall volume overall = set * 3d
float mOverallVolume;
// Base samplerate; samplerate = base samplerate * relative play speed
float mBaseSamplerate;
// Samplerate; samplerate = base samplerate * relative play speed
float mSamplerate;
// Number of channels this audio source produces
unsigned int mChannels;
// Relative play speed; samplerate = base samplerate * relative play speed
float mSetRelativePlaySpeed;
// Overall relative plays peed; overall = set * 3d
float mOverallRelativePlaySpeed;
// How long this stream has played, in seconds.
time mStreamTime;
// Position of this stream, in seconds.
time mStreamPosition;
// Fader for the audio panning
Fader mPanFader;
// Fader for the audio volume
Fader mVolumeFader;
// Fader for the relative play speed
Fader mRelativePlaySpeedFader;
// Fader used to schedule pausing of the stream
Fader mPauseScheduler;
// Fader used to schedule stopping of the stream
Fader mStopScheduler;
// Affected by some fader
int mActiveFader;
// Current channel volumes, used to ramp the volume changes to avoid clicks
float mCurrentChannelVolume[MAX_CHANNELS];
// ID of the sound source that generated this instance
unsigned int mAudioSourceID;
// Handle of the bus this audio instance is playing on. 0 for root.
unsigned int mBusHandle;
// Filter pointer
FilterInstance *mFilter[FILTERS_PER_STREAM];
// Initialize instance. Mostly internal use.
void init(AudioSource &aSource, int aPlayIndex);
// Buffers for the resampler
AlignedFloatBuffer *mResampleData[2];
// Sub-sample playhead; 16.16 fixed point
unsigned int mSrcOffset;
// Samples left over from earlier pass
unsigned int mLeftoverSamples;
// Number of samples to delay streaming
unsigned int mDelaySamples;
// When looping, start playing from this time
time mLoopPoint;
// Get N samples from the stream to the buffer. Report samples written.
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize) = 0;
// Has the stream ended?
virtual bool hasEnded() = 0;
// Seek to certain place in the stream. Base implementation is generic "tape" seek (and slow).
virtual result seek(time aSeconds, float *mScratch, unsigned int mScratchSize);
// Rewind stream. Base implementation returns NOT_IMPLEMENTED, meaning it can't rewind.
virtual result rewind();
// Get information. Returns 0 by default.
virtual float getInfo(unsigned int aInfoKey);
};
class Soloud;
// Base class for audio sources
class AudioSource
{
public:
enum FLAGS
{
// The instances from this audio source should loop
SHOULD_LOOP = 1,
// Only one instance of this audio source should play at the same time
SINGLE_INSTANCE = 2,
// Visualization data gathering enabled. Only for busses.
VISUALIZATION_DATA = 4,
// Audio instances created from this source are affected by 3d processing
PROCESS_3D = 8,
// Audio instances created from this source have listener-relative 3d coordinates
LISTENER_RELATIVE = 16,
// Delay start of sound by the distance from listener
DISTANCE_DELAY = 32,
// If inaudible, should be killed (default)
INAUDIBLE_KILL = 64,
// If inaudible, should still be ticked (default = pause)
INAUDIBLE_TICK = 128
};
enum ATTENUATION_MODELS
{
// No attenuation
NO_ATTENUATION = 0,
// Inverse distance attenuation model
INVERSE_DISTANCE = 1,
// Linear distance attenuation model
LINEAR_DISTANCE = 2,
// Exponential distance attenuation model
EXPONENTIAL_DISTANCE = 3
};
// Flags. See AudioSource::FLAGS
unsigned int mFlags;
// Base sample rate, used to initialize instances
float mBaseSamplerate;
// Default volume for created instances
float mVolume;
// Number of channels this audio source produces
unsigned int mChannels;
// Sound source ID. Assigned by SoLoud the first time it's played.
unsigned int mAudioSourceID;
// 3d min distance
float m3dMinDistance;
// 3d max distance
float m3dMaxDistance;
// 3d attenuation rolloff factor
float m3dAttenuationRolloff;
// 3d attenuation model
unsigned int m3dAttenuationModel;
// 3d doppler factor
float m3dDopplerFactor;
// Filter pointer
Filter *mFilter[FILTERS_PER_STREAM];
// Pointer to the Soloud object. Needed to stop all instances in dtor.
Soloud *mSoloud;
// Pointer to a custom audio collider object
AudioCollider *mCollider;
// Pointer to custom attenuator object
AudioAttenuator *mAttenuator;
// User data related to audio collider
int mColliderData;
// When looping, start playing from this time
time mLoopPoint;
// CTor
AudioSource();
// Set default volume for instances
void setVolume(float aVolume);
// Set the looping of the instances created from this audio source
void setLooping(bool aLoop);
// Set whether only one instance of this sound should ever be playing at the same time
void setSingleInstance(bool aSingleInstance);
// Set the minimum and maximum distances for 3d audio source (closer to min distance = max vol)
void set3dMinMaxDistance(float aMinDistance, float aMaxDistance);
// Set attenuation model and rolloff factor for 3d audio source
void set3dAttenuation(unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
// Set doppler factor to reduce or enhance doppler effect, default = 1.0
void set3dDopplerFactor(float aDopplerFactor);
// Set the coordinates for this audio source to be relative to listener's coordinates.
void set3dListenerRelative(bool aListenerRelative);
// Enable delaying the start of the sound based on the distance.
void set3dDistanceDelay(bool aDistanceDelay);
// Set a custom 3d audio collider. Set to NULL to disable.
void set3dCollider(AudioCollider *aCollider, int aUserData = 0);
// Set a custom attenuator. Set to NULL to disable.
void set3dAttenuator(AudioAttenuator *aAttenuator);
// Set behavior for inaudible sounds
void setInaudibleBehavior(bool aMustTick, bool aKill);
// Set time to jump to when looping
void setLoopPoint(time aLoopPoint);
// Get current loop point value
time getLoopPoint();
// Set filter. Set to NULL to clear the filter.
virtual void setFilter(unsigned int aFilterId, Filter *aFilter);
// DTor
virtual ~AudioSource();
// Create instance from the audio source. Called from within Soloud class.
virtual AudioSourceInstance *createInstance() = 0;
// Stop all instances of this audio source
void stop();
};
};
#endif

@ -0,0 +1,68 @@
/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_BASSBOOSTFILTER_H
#define SOLOUD_BASSBOOSTFILTER_H
#include "soloud.h"
#include "soloud_fftfilter.h"
namespace SoLoud
{
class BassboostFilter;
class BassboostFilterInstance : public FFTFilterInstance
{
enum FILTERATTRIBUTE
{
WET = 0,
BOOST = 1
};
BassboostFilter *mParent;
public:
virtual void fftFilterChannel(float *aFFTBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
BassboostFilterInstance(BassboostFilter *aParent);
};
class BassboostFilter : public FFTFilter
{
public:
enum FILTERATTRIBUTE
{
WET = 0,
BOOST = 1
};
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
float mBoost;
result setParams(float aBoost);
virtual FilterInstance *createInstance();
BassboostFilter();
};
}
#endif

@ -0,0 +1,94 @@
/*
SoLoud audio engine
Copyright (c) 2013-2014 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_BQRFILTER_H
#define SOLOUD_BQRFILTER_H
#include "soloud.h"
namespace SoLoud
{
class BiquadResonantFilter;
struct BQRStateData
{
float mY1, mY2, mX1, mX2;
};
class BiquadResonantFilterInstance : public FilterInstance
{
enum FILTERATTRIBUTE
{
WET = 0,
TYPE,
FREQUENCY,
RESONANCE
};
BQRStateData mState[8];
float mA0, mA1, mA2, mB1, mB2;
int mDirty;
float mSamplerate;
BiquadResonantFilter *mParent;
void calcBQRParams();
public:
virtual void filterChannel(float *aBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
virtual ~BiquadResonantFilterInstance();
BiquadResonantFilterInstance(BiquadResonantFilter *aParent);
};
class BiquadResonantFilter : public Filter
{
public:
enum FILTERTYPE
{
LOWPASS = 0,
HIGHPASS = 1,
BANDPASS = 2
};
enum FILTERATTRIBUTE
{
WET = 0,
TYPE,
FREQUENCY,
RESONANCE
};
int mFilterType;
float mFrequency;
float mResonance;
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
virtual BiquadResonantFilterInstance *createInstance();
BiquadResonantFilter();
result setParams(int aType, float aFrequency, float aResonance);
virtual ~BiquadResonantFilter();
};
}
#endif

@ -0,0 +1,96 @@
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_BUS_H
#define SOLOUD_BUS_H
#include "soloud.h"
namespace SoLoud
{
class Bus;
class BusInstance : public AudioSourceInstance
{
Bus *mParent;
unsigned int mScratchSize;
AlignedFloatBuffer mScratch;
public:
// Approximate volume for channels.
float mVisualizationChannelVolume[MAX_CHANNELS];
// Mono-mixed wave data for visualization and for visualization FFT input
float mVisualizationWaveData[256];
BusInstance(Bus *aParent);
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual bool hasEnded();
virtual ~BusInstance();
};
class Bus : public AudioSource
{
public:
Bus();
virtual BusInstance *createInstance();
// Set filter. Set to NULL to clear the filter.
virtual void setFilter(unsigned int aFilterId, Filter *aFilter);
// Play sound through the bus
handle play(AudioSource &aSound, float aVolume = 1.0f, float aPan = 0.0f, bool aPaused = 0);
// Play sound through the bus, delayed in relation to other sounds called via this function.
handle playClocked(time aSoundTime, AudioSource &aSound, float aVolume = 1.0f, float aPan = 0.0f);
// Start playing a 3d audio source through the bus
handle play3d(AudioSource &aSound, float aPosX, float aPosY, float aPosZ, float aVelX = 0.0f, float aVelY = 0.0f, float aVelZ = 0.0f, float aVolume = 1.0f, bool aPaused = 0);
// Start playing a 3d audio source through the bus, delayed in relation to other sounds called via this function.
handle play3dClocked(time aSoundTime, AudioSource &aSound, float aPosX, float aPosY, float aPosZ, float aVelX = 0.0f, float aVelY = 0.0f, float aVelZ = 0.0f, float aVolume = 1.0f);
// Set number of channels for the bus (default 2)
result setChannels(unsigned int aChannels);
// Enable or disable visualization data gathering
void setVisualizationEnable(bool aEnable);
// Move a live sound to this bus
void annexSound(handle aVoiceHandle);
// Calculate and get 256 floats of FFT data for visualization. Visualization has to be enabled before use.
float *calcFFT();
// Get 256 floats of wave data for visualization. Visualization has to be enabled before use.
float *getWave();
// Get approximate volume for output channel for visualization. Visualization has to be enabled before use.
float getApproximateVolume(unsigned int aChannel);
// Get number of immediate child voices to this bus
unsigned int getActiveVoiceCount();
public:
BusInstance *mInstance;
unsigned int mChannelHandle;
// FFT output data
float mFFTData[256];
// Snapshot of wave data for visualization
float mWaveData[256];
// Internal: find the bus' channel
void findBusHandle();
};
};
#endif

@ -0,0 +1,710 @@
/* **************************************************
* WARNING: this is a generated file. Do not edit. *
* Any edits will be overwritten by the generator. *
************************************************** */
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
/* SoLoud C-Api Code Generator (c)2013-2020 Jari Komppa http://iki.fi/sol/ */
#ifndef SOLOUD_C_H_INCLUDED
#define SOLOUD_C_H_INCLUDED
#ifdef __cplusplus
extern "C" {
#endif
// Collected enumerations
enum SOLOUD_ENUMS
{
SOLOUD_AUTO = 0,
SOLOUD_SDL1 = 1,
SOLOUD_SDL2 = 2,
SOLOUD_PORTAUDIO = 3,
SOLOUD_WINMM = 4,
SOLOUD_XAUDIO2 = 5,
SOLOUD_WASAPI = 6,
SOLOUD_ALSA = 7,
SOLOUD_JACK = 8,
SOLOUD_OSS = 9,
SOLOUD_OPENAL = 10,
SOLOUD_COREAUDIO = 11,
SOLOUD_OPENSLES = 12,
SOLOUD_VITA_HOMEBREW = 13,
SOLOUD_MINIAUDIO = 14,
SOLOUD_NOSOUND = 15,
SOLOUD_NULLDRIVER = 16,
SOLOUD_BACKEND_MAX = 17,
SOLOUD_CLIP_ROUNDOFF = 1,
SOLOUD_ENABLE_VISUALIZATION = 2,
SOLOUD_LEFT_HANDED_3D = 4,
SOLOUD_NO_FPU_REGISTER_CHANGE = 8,
BASSBOOSTFILTER_WET = 0,
BASSBOOSTFILTER_BOOST = 1,
BIQUADRESONANTFILTER_LOWPASS = 0,
BIQUADRESONANTFILTER_HIGHPASS = 1,
BIQUADRESONANTFILTER_BANDPASS = 2,
BIQUADRESONANTFILTER_WET = 0,
BIQUADRESONANTFILTER_TYPE = 1,
BIQUADRESONANTFILTER_FREQUENCY = 2,
BIQUADRESONANTFILTER_RESONANCE = 3,
ECHOFILTER_WET = 0,
ECHOFILTER_DELAY = 1,
ECHOFILTER_DECAY = 2,
ECHOFILTER_FILTER = 3,
FLANGERFILTER_WET = 0,
FLANGERFILTER_DELAY = 1,
FLANGERFILTER_FREQ = 2,
FREEVERBFILTER_WET = 0,
FREEVERBFILTER_FREEZE = 1,
FREEVERBFILTER_ROOMSIZE = 2,
FREEVERBFILTER_DAMP = 3,
FREEVERBFILTER_WIDTH = 4,
LOFIFILTER_WET = 0,
LOFIFILTER_SAMPLERATE = 1,
LOFIFILTER_BITDEPTH = 2,
NOISE_WHITE = 0,
NOISE_PINK = 1,
NOISE_BROWNISH = 2,
NOISE_BLUEISH = 3,
ROBOTIZEFILTER_WET = 0,
ROBOTIZEFILTER_FREQ = 1,
ROBOTIZEFILTER_WAVE = 2,
SFXR_COIN = 0,
SFXR_LASER = 1,
SFXR_EXPLOSION = 2,
SFXR_POWERUP = 3,
SFXR_HURT = 4,
SFXR_JUMP = 5,
SFXR_BLIP = 6,
SPEECH_KW_SAW = 0,
SPEECH_KW_TRIANGLE = 1,
SPEECH_KW_SIN = 2,
SPEECH_KW_SQUARE = 3,
SPEECH_KW_PULSE = 4,
SPEECH_KW_NOISE = 5,
SPEECH_KW_WARBLE = 6,
VIC_PAL = 0,
VIC_NTSC = 1,
VIC_BASS = 0,
VIC_ALTO = 1,
VIC_SOPRANO = 2,
VIC_NOISE = 3,
VIC_MAX_REGS = 4,
WAVESHAPERFILTER_WET = 0,
WAVESHAPERFILTER_AMOUNT = 1
};
// Object handle typedefs
typedef void * AlignedFloatBuffer;
typedef void * TinyAlignedFloatBuffer;
typedef void * Soloud;
typedef void * AudioCollider;
typedef void * AudioAttenuator;
typedef void * AudioSource;
typedef void * BassboostFilter;
typedef void * BiquadResonantFilter;
typedef void * Bus;
typedef void * DCRemovalFilter;
typedef void * EchoFilter;
typedef void * Fader;
typedef void * FFTFilter;
typedef void * Filter;
typedef void * FlangerFilter;
typedef void * FreeverbFilter;
typedef void * LofiFilter;
typedef void * Monotone;
typedef void * Noise;
typedef void * Openmpt;
typedef void * Queue;
typedef void * RobotizeFilter;
typedef void * Sfxr;
typedef void * Speech;
typedef void * TedSid;
typedef void * Vic;
typedef void * Vizsn;
typedef void * Wav;
typedef void * WaveShaperFilter;
typedef void * WavStream;
typedef void * File;
/*
* Soloud
*/
void Soloud_destroy(Soloud * aSoloud);
Soloud * Soloud_create();
int Soloud_init(Soloud * aSoloud);
int Soloud_initEx(Soloud * aSoloud, unsigned int aFlags /* = Soloud::CLIP_ROUNDOFF */, unsigned int aBackend /* = Soloud::AUTO */, unsigned int aSamplerate /* = Soloud::AUTO */, unsigned int aBufferSize /* = Soloud::AUTO */, unsigned int aChannels /* = 2 */);
void Soloud_deinit(Soloud * aSoloud);
unsigned int Soloud_getVersion(Soloud * aSoloud);
const char * Soloud_getErrorString(Soloud * aSoloud, int aErrorCode);
unsigned int Soloud_getBackendId(Soloud * aSoloud);
const char * Soloud_getBackendString(Soloud * aSoloud);
unsigned int Soloud_getBackendChannels(Soloud * aSoloud);
unsigned int Soloud_getBackendSamplerate(Soloud * aSoloud);
unsigned int Soloud_getBackendBufferSize(Soloud * aSoloud);
int Soloud_setSpeakerPosition(Soloud * aSoloud, unsigned int aChannel, float aX, float aY, float aZ);
int Soloud_getSpeakerPosition(Soloud * aSoloud, unsigned int aChannel, float * aX, float * aY, float * aZ);
unsigned int Soloud_play(Soloud * aSoloud, AudioSource * aSound);
unsigned int Soloud_playEx(Soloud * aSoloud, AudioSource * aSound, float aVolume /* = -1.0f */, float aPan /* = 0.0f */, int aPaused /* = 0 */, unsigned int aBus /* = 0 */);
unsigned int Soloud_playClocked(Soloud * aSoloud, double aSoundTime, AudioSource * aSound);
unsigned int Soloud_playClockedEx(Soloud * aSoloud, double aSoundTime, AudioSource * aSound, float aVolume /* = -1.0f */, float aPan /* = 0.0f */, unsigned int aBus /* = 0 */);
unsigned int Soloud_play3d(Soloud * aSoloud, AudioSource * aSound, float aPosX, float aPosY, float aPosZ);
unsigned int Soloud_play3dEx(Soloud * aSoloud, AudioSource * aSound, float aPosX, float aPosY, float aPosZ, float aVelX /* = 0.0f */, float aVelY /* = 0.0f */, float aVelZ /* = 0.0f */, float aVolume /* = 1.0f */, int aPaused /* = 0 */, unsigned int aBus /* = 0 */);
unsigned int Soloud_play3dClocked(Soloud * aSoloud, double aSoundTime, AudioSource * aSound, float aPosX, float aPosY, float aPosZ);
unsigned int Soloud_play3dClockedEx(Soloud * aSoloud, double aSoundTime, AudioSource * aSound, float aPosX, float aPosY, float aPosZ, float aVelX /* = 0.0f */, float aVelY /* = 0.0f */, float aVelZ /* = 0.0f */, float aVolume /* = 1.0f */, unsigned int aBus /* = 0 */);
unsigned int Soloud_playBackground(Soloud * aSoloud, AudioSource * aSound);
unsigned int Soloud_playBackgroundEx(Soloud * aSoloud, AudioSource * aSound, float aVolume /* = -1.0f */, int aPaused /* = 0 */, unsigned int aBus /* = 0 */);
int Soloud_seek(Soloud * aSoloud, unsigned int aVoiceHandle, double aSeconds);
void Soloud_stop(Soloud * aSoloud, unsigned int aVoiceHandle);
void Soloud_stopAll(Soloud * aSoloud);
void Soloud_stopAudioSource(Soloud * aSoloud, AudioSource * aSound);
int Soloud_countAudioSource(Soloud * aSoloud, AudioSource * aSound);
void Soloud_setFilterParameter(Soloud * aSoloud, unsigned int aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId, float aValue);
float Soloud_getFilterParameter(Soloud * aSoloud, unsigned int aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId);
void Soloud_fadeFilterParameter(Soloud * aSoloud, unsigned int aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId, float aTo, double aTime);
void Soloud_oscillateFilterParameter(Soloud * aSoloud, unsigned int aVoiceHandle, unsigned int aFilterId, unsigned int aAttributeId, float aFrom, float aTo, double aTime);
double Soloud_getStreamTime(Soloud * aSoloud, unsigned int aVoiceHandle);
double Soloud_getStreamPosition(Soloud * aSoloud, unsigned int aVoiceHandle);
int Soloud_getPause(Soloud * aSoloud, unsigned int aVoiceHandle);
float Soloud_getVolume(Soloud * aSoloud, unsigned int aVoiceHandle);
float Soloud_getOverallVolume(Soloud * aSoloud, unsigned int aVoiceHandle);
float Soloud_getPan(Soloud * aSoloud, unsigned int aVoiceHandle);
float Soloud_getSamplerate(Soloud * aSoloud, unsigned int aVoiceHandle);
int Soloud_getProtectVoice(Soloud * aSoloud, unsigned int aVoiceHandle);
unsigned int Soloud_getActiveVoiceCount(Soloud * aSoloud);
unsigned int Soloud_getVoiceCount(Soloud * aSoloud);
int Soloud_isValidVoiceHandle(Soloud * aSoloud, unsigned int aVoiceHandle);
float Soloud_getRelativePlaySpeed(Soloud * aSoloud, unsigned int aVoiceHandle);
float Soloud_getPostClipScaler(Soloud * aSoloud);
float Soloud_getGlobalVolume(Soloud * aSoloud);
unsigned int Soloud_getMaxActiveVoiceCount(Soloud * aSoloud);
int Soloud_getLooping(Soloud * aSoloud, unsigned int aVoiceHandle);
double Soloud_getLoopPoint(Soloud * aSoloud, unsigned int aVoiceHandle);
void Soloud_setLoopPoint(Soloud * aSoloud, unsigned int aVoiceHandle, double aLoopPoint);
void Soloud_setLooping(Soloud * aSoloud, unsigned int aVoiceHandle, int aLooping);
int Soloud_setMaxActiveVoiceCount(Soloud * aSoloud, unsigned int aVoiceCount);
void Soloud_setInaudibleBehavior(Soloud * aSoloud, unsigned int aVoiceHandle, int aMustTick, int aKill);
void Soloud_setGlobalVolume(Soloud * aSoloud, float aVolume);
void Soloud_setPostClipScaler(Soloud * aSoloud, float aScaler);
void Soloud_setPause(Soloud * aSoloud, unsigned int aVoiceHandle, int aPause);
void Soloud_setPauseAll(Soloud * aSoloud, int aPause);
int Soloud_setRelativePlaySpeed(Soloud * aSoloud, unsigned int aVoiceHandle, float aSpeed);
void Soloud_setProtectVoice(Soloud * aSoloud, unsigned int aVoiceHandle, int aProtect);
void Soloud_setSamplerate(Soloud * aSoloud, unsigned int aVoiceHandle, float aSamplerate);
void Soloud_setPan(Soloud * aSoloud, unsigned int aVoiceHandle, float aPan);
void Soloud_setPanAbsolute(Soloud * aSoloud, unsigned int aVoiceHandle, float aLVolume, float aRVolume);
void Soloud_setPanAbsoluteEx(Soloud * aSoloud, unsigned int aVoiceHandle, float aLVolume, float aRVolume, float aLBVolume /* = 0 */, float aRBVolume /* = 0 */, float aCVolume /* = 0 */, float aSVolume /* = 0 */);
void Soloud_setVolume(Soloud * aSoloud, unsigned int aVoiceHandle, float aVolume);
void Soloud_setDelaySamples(Soloud * aSoloud, unsigned int aVoiceHandle, unsigned int aSamples);
void Soloud_fadeVolume(Soloud * aSoloud, unsigned int aVoiceHandle, float aTo, double aTime);
void Soloud_fadePan(Soloud * aSoloud, unsigned int aVoiceHandle, float aTo, double aTime);
void Soloud_fadeRelativePlaySpeed(Soloud * aSoloud, unsigned int aVoiceHandle, float aTo, double aTime);
void Soloud_fadeGlobalVolume(Soloud * aSoloud, float aTo, double aTime);
void Soloud_schedulePause(Soloud * aSoloud, unsigned int aVoiceHandle, double aTime);
void Soloud_scheduleStop(Soloud * aSoloud, unsigned int aVoiceHandle, double aTime);
void Soloud_oscillateVolume(Soloud * aSoloud, unsigned int aVoiceHandle, float aFrom, float aTo, double aTime);
void Soloud_oscillatePan(Soloud * aSoloud, unsigned int aVoiceHandle, float aFrom, float aTo, double aTime);
void Soloud_oscillateRelativePlaySpeed(Soloud * aSoloud, unsigned int aVoiceHandle, float aFrom, float aTo, double aTime);
void Soloud_oscillateGlobalVolume(Soloud * aSoloud, float aFrom, float aTo, double aTime);
void Soloud_setGlobalFilter(Soloud * aSoloud, unsigned int aFilterId, Filter * aFilter);
void Soloud_setVisualizationEnable(Soloud * aSoloud, int aEnable);
float * Soloud_calcFFT(Soloud * aSoloud);
float * Soloud_getWave(Soloud * aSoloud);
float Soloud_getApproximateVolume(Soloud * aSoloud, unsigned int aChannel);
unsigned int Soloud_getLoopCount(Soloud * aSoloud, unsigned int aVoiceHandle);
float Soloud_getInfo(Soloud * aSoloud, unsigned int aVoiceHandle, unsigned int aInfoKey);
unsigned int Soloud_createVoiceGroup(Soloud * aSoloud);
int Soloud_destroyVoiceGroup(Soloud * aSoloud, unsigned int aVoiceGroupHandle);
int Soloud_addVoiceToGroup(Soloud * aSoloud, unsigned int aVoiceGroupHandle, unsigned int aVoiceHandle);
int Soloud_isVoiceGroup(Soloud * aSoloud, unsigned int aVoiceGroupHandle);
int Soloud_isVoiceGroupEmpty(Soloud * aSoloud, unsigned int aVoiceGroupHandle);
void Soloud_update3dAudio(Soloud * aSoloud);
int Soloud_set3dSoundSpeed(Soloud * aSoloud, float aSpeed);
float Soloud_get3dSoundSpeed(Soloud * aSoloud);
void Soloud_set3dListenerParameters(Soloud * aSoloud, float aPosX, float aPosY, float aPosZ, float aAtX, float aAtY, float aAtZ, float aUpX, float aUpY, float aUpZ);
void Soloud_set3dListenerParametersEx(Soloud * aSoloud, float aPosX, float aPosY, float aPosZ, float aAtX, float aAtY, float aAtZ, float aUpX, float aUpY, float aUpZ, float aVelocityX /* = 0.0f */, float aVelocityY /* = 0.0f */, float aVelocityZ /* = 0.0f */);
void Soloud_set3dListenerPosition(Soloud * aSoloud, float aPosX, float aPosY, float aPosZ);
void Soloud_set3dListenerAt(Soloud * aSoloud, float aAtX, float aAtY, float aAtZ);
void Soloud_set3dListenerUp(Soloud * aSoloud, float aUpX, float aUpY, float aUpZ);
void Soloud_set3dListenerVelocity(Soloud * aSoloud, float aVelocityX, float aVelocityY, float aVelocityZ);
void Soloud_set3dSourceParameters(Soloud * aSoloud, unsigned int aVoiceHandle, float aPosX, float aPosY, float aPosZ);
void Soloud_set3dSourceParametersEx(Soloud * aSoloud, unsigned int aVoiceHandle, float aPosX, float aPosY, float aPosZ, float aVelocityX /* = 0.0f */, float aVelocityY /* = 0.0f */, float aVelocityZ /* = 0.0f */);
void Soloud_set3dSourcePosition(Soloud * aSoloud, unsigned int aVoiceHandle, float aPosX, float aPosY, float aPosZ);
void Soloud_set3dSourceVelocity(Soloud * aSoloud, unsigned int aVoiceHandle, float aVelocityX, float aVelocityY, float aVelocityZ);
void Soloud_set3dSourceMinMaxDistance(Soloud * aSoloud, unsigned int aVoiceHandle, float aMinDistance, float aMaxDistance);
void Soloud_set3dSourceAttenuation(Soloud * aSoloud, unsigned int aVoiceHandle, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Soloud_set3dSourceDopplerFactor(Soloud * aSoloud, unsigned int aVoiceHandle, float aDopplerFactor);
void Soloud_mix(Soloud * aSoloud, float * aBuffer, unsigned int aSamples);
void Soloud_mixSigned16(Soloud * aSoloud, short * aBuffer, unsigned int aSamples);
/*
* BassboostFilter
*/
void BassboostFilter_destroy(BassboostFilter * aBassboostFilter);
int BassboostFilter_getParamCount(BassboostFilter * aBassboostFilter);
const char * BassboostFilter_getParamName(BassboostFilter * aBassboostFilter, unsigned int aParamIndex);
unsigned int BassboostFilter_getParamType(BassboostFilter * aBassboostFilter, unsigned int aParamIndex);
float BassboostFilter_getParamMax(BassboostFilter * aBassboostFilter, unsigned int aParamIndex);
float BassboostFilter_getParamMin(BassboostFilter * aBassboostFilter, unsigned int aParamIndex);
int BassboostFilter_setParams(BassboostFilter * aBassboostFilter, float aBoost);
BassboostFilter * BassboostFilter_create();
/*
* BiquadResonantFilter
*/
void BiquadResonantFilter_destroy(BiquadResonantFilter * aBiquadResonantFilter);
int BiquadResonantFilter_getParamCount(BiquadResonantFilter * aBiquadResonantFilter);
const char * BiquadResonantFilter_getParamName(BiquadResonantFilter * aBiquadResonantFilter, unsigned int aParamIndex);
unsigned int BiquadResonantFilter_getParamType(BiquadResonantFilter * aBiquadResonantFilter, unsigned int aParamIndex);
float BiquadResonantFilter_getParamMax(BiquadResonantFilter * aBiquadResonantFilter, unsigned int aParamIndex);
float BiquadResonantFilter_getParamMin(BiquadResonantFilter * aBiquadResonantFilter, unsigned int aParamIndex);
BiquadResonantFilter * BiquadResonantFilter_create();
int BiquadResonantFilter_setParams(BiquadResonantFilter * aBiquadResonantFilter, int aType, float aFrequency, float aResonance);
/*
* Bus
*/
void Bus_destroy(Bus * aBus);
Bus * Bus_create();
void Bus_setFilter(Bus * aBus, unsigned int aFilterId, Filter * aFilter);
unsigned int Bus_play(Bus * aBus, AudioSource * aSound);
unsigned int Bus_playEx(Bus * aBus, AudioSource * aSound, float aVolume /* = 1.0f */, float aPan /* = 0.0f */, int aPaused /* = 0 */);
unsigned int Bus_playClocked(Bus * aBus, double aSoundTime, AudioSource * aSound);
unsigned int Bus_playClockedEx(Bus * aBus, double aSoundTime, AudioSource * aSound, float aVolume /* = 1.0f */, float aPan /* = 0.0f */);
unsigned int Bus_play3d(Bus * aBus, AudioSource * aSound, float aPosX, float aPosY, float aPosZ);
unsigned int Bus_play3dEx(Bus * aBus, AudioSource * aSound, float aPosX, float aPosY, float aPosZ, float aVelX /* = 0.0f */, float aVelY /* = 0.0f */, float aVelZ /* = 0.0f */, float aVolume /* = 1.0f */, int aPaused /* = 0 */);
unsigned int Bus_play3dClocked(Bus * aBus, double aSoundTime, AudioSource * aSound, float aPosX, float aPosY, float aPosZ);
unsigned int Bus_play3dClockedEx(Bus * aBus, double aSoundTime, AudioSource * aSound, float aPosX, float aPosY, float aPosZ, float aVelX /* = 0.0f */, float aVelY /* = 0.0f */, float aVelZ /* = 0.0f */, float aVolume /* = 1.0f */);
int Bus_setChannels(Bus * aBus, unsigned int aChannels);
void Bus_setVisualizationEnable(Bus * aBus, int aEnable);
void Bus_annexSound(Bus * aBus, unsigned int aVoiceHandle);
float * Bus_calcFFT(Bus * aBus);
float * Bus_getWave(Bus * aBus);
float Bus_getApproximateVolume(Bus * aBus, unsigned int aChannel);
unsigned int Bus_getActiveVoiceCount(Bus * aBus);
void Bus_setVolume(Bus * aBus, float aVolume);
void Bus_setLooping(Bus * aBus, int aLoop);
void Bus_set3dMinMaxDistance(Bus * aBus, float aMinDistance, float aMaxDistance);
void Bus_set3dAttenuation(Bus * aBus, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Bus_set3dDopplerFactor(Bus * aBus, float aDopplerFactor);
void Bus_set3dListenerRelative(Bus * aBus, int aListenerRelative);
void Bus_set3dDistanceDelay(Bus * aBus, int aDistanceDelay);
void Bus_set3dCollider(Bus * aBus, AudioCollider * aCollider);
void Bus_set3dColliderEx(Bus * aBus, AudioCollider * aCollider, int aUserData /* = 0 */);
void Bus_set3dAttenuator(Bus * aBus, AudioAttenuator * aAttenuator);
void Bus_setInaudibleBehavior(Bus * aBus, int aMustTick, int aKill);
void Bus_setLoopPoint(Bus * aBus, double aLoopPoint);
double Bus_getLoopPoint(Bus * aBus);
void Bus_stop(Bus * aBus);
/*
* DCRemovalFilter
*/
void DCRemovalFilter_destroy(DCRemovalFilter * aDCRemovalFilter);
DCRemovalFilter * DCRemovalFilter_create();
int DCRemovalFilter_setParams(DCRemovalFilter * aDCRemovalFilter);
int DCRemovalFilter_setParamsEx(DCRemovalFilter * aDCRemovalFilter, float aLength /* = 0.1f */);
int DCRemovalFilter_getParamCount(DCRemovalFilter * aDCRemovalFilter);
const char * DCRemovalFilter_getParamName(DCRemovalFilter * aDCRemovalFilter, unsigned int aParamIndex);
unsigned int DCRemovalFilter_getParamType(DCRemovalFilter * aDCRemovalFilter, unsigned int aParamIndex);
float DCRemovalFilter_getParamMax(DCRemovalFilter * aDCRemovalFilter, unsigned int aParamIndex);
float DCRemovalFilter_getParamMin(DCRemovalFilter * aDCRemovalFilter, unsigned int aParamIndex);
/*
* EchoFilter
*/
void EchoFilter_destroy(EchoFilter * aEchoFilter);
int EchoFilter_getParamCount(EchoFilter * aEchoFilter);
const char * EchoFilter_getParamName(EchoFilter * aEchoFilter, unsigned int aParamIndex);
unsigned int EchoFilter_getParamType(EchoFilter * aEchoFilter, unsigned int aParamIndex);
float EchoFilter_getParamMax(EchoFilter * aEchoFilter, unsigned int aParamIndex);
float EchoFilter_getParamMin(EchoFilter * aEchoFilter, unsigned int aParamIndex);
EchoFilter * EchoFilter_create();
int EchoFilter_setParams(EchoFilter * aEchoFilter, float aDelay);
int EchoFilter_setParamsEx(EchoFilter * aEchoFilter, float aDelay, float aDecay /* = 0.7f */, float aFilter /* = 0.0f */);
/*
* FFTFilter
*/
void FFTFilter_destroy(FFTFilter * aFFTFilter);
FFTFilter * FFTFilter_create();
int FFTFilter_getParamCount(FFTFilter * aFFTFilter);
const char * FFTFilter_getParamName(FFTFilter * aFFTFilter, unsigned int aParamIndex);
unsigned int FFTFilter_getParamType(FFTFilter * aFFTFilter, unsigned int aParamIndex);
float FFTFilter_getParamMax(FFTFilter * aFFTFilter, unsigned int aParamIndex);
float FFTFilter_getParamMin(FFTFilter * aFFTFilter, unsigned int aParamIndex);
/*
* FlangerFilter
*/
void FlangerFilter_destroy(FlangerFilter * aFlangerFilter);
int FlangerFilter_getParamCount(FlangerFilter * aFlangerFilter);
const char * FlangerFilter_getParamName(FlangerFilter * aFlangerFilter, unsigned int aParamIndex);
unsigned int FlangerFilter_getParamType(FlangerFilter * aFlangerFilter, unsigned int aParamIndex);
float FlangerFilter_getParamMax(FlangerFilter * aFlangerFilter, unsigned int aParamIndex);
float FlangerFilter_getParamMin(FlangerFilter * aFlangerFilter, unsigned int aParamIndex);
FlangerFilter * FlangerFilter_create();
int FlangerFilter_setParams(FlangerFilter * aFlangerFilter, float aDelay, float aFreq);
/*
* FreeverbFilter
*/
void FreeverbFilter_destroy(FreeverbFilter * aFreeverbFilter);
int FreeverbFilter_getParamCount(FreeverbFilter * aFreeverbFilter);
const char * FreeverbFilter_getParamName(FreeverbFilter * aFreeverbFilter, unsigned int aParamIndex);
unsigned int FreeverbFilter_getParamType(FreeverbFilter * aFreeverbFilter, unsigned int aParamIndex);
float FreeverbFilter_getParamMax(FreeverbFilter * aFreeverbFilter, unsigned int aParamIndex);
float FreeverbFilter_getParamMin(FreeverbFilter * aFreeverbFilter, unsigned int aParamIndex);
FreeverbFilter * FreeverbFilter_create();
int FreeverbFilter_setParams(FreeverbFilter * aFreeverbFilter, float aMode, float aRoomSize, float aDamp, float aWidth);
/*
* LofiFilter
*/
void LofiFilter_destroy(LofiFilter * aLofiFilter);
int LofiFilter_getParamCount(LofiFilter * aLofiFilter);
const char * LofiFilter_getParamName(LofiFilter * aLofiFilter, unsigned int aParamIndex);
unsigned int LofiFilter_getParamType(LofiFilter * aLofiFilter, unsigned int aParamIndex);
float LofiFilter_getParamMax(LofiFilter * aLofiFilter, unsigned int aParamIndex);
float LofiFilter_getParamMin(LofiFilter * aLofiFilter, unsigned int aParamIndex);
LofiFilter * LofiFilter_create();
int LofiFilter_setParams(LofiFilter * aLofiFilter, float aSampleRate, float aBitdepth);
/*
* Monotone
*/
void Monotone_destroy(Monotone * aMonotone);
Monotone * Monotone_create();
int Monotone_setParams(Monotone * aMonotone, int aHardwareChannels);
int Monotone_setParamsEx(Monotone * aMonotone, int aHardwareChannels, int aWaveform /* = SoLoud::Misc::WAVE_SQUARE */);
int Monotone_load(Monotone * aMonotone, const char * aFilename);
int Monotone_loadMem(Monotone * aMonotone, const unsigned char * aMem, unsigned int aLength);
int Monotone_loadMemEx(Monotone * aMonotone, const unsigned char * aMem, unsigned int aLength, int aCopy /* = false */, int aTakeOwnership /* = true */);
int Monotone_loadFile(Monotone * aMonotone, File * aFile);
void Monotone_setVolume(Monotone * aMonotone, float aVolume);
void Monotone_setLooping(Monotone * aMonotone, int aLoop);
void Monotone_set3dMinMaxDistance(Monotone * aMonotone, float aMinDistance, float aMaxDistance);
void Monotone_set3dAttenuation(Monotone * aMonotone, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Monotone_set3dDopplerFactor(Monotone * aMonotone, float aDopplerFactor);
void Monotone_set3dListenerRelative(Monotone * aMonotone, int aListenerRelative);
void Monotone_set3dDistanceDelay(Monotone * aMonotone, int aDistanceDelay);
void Monotone_set3dCollider(Monotone * aMonotone, AudioCollider * aCollider);
void Monotone_set3dColliderEx(Monotone * aMonotone, AudioCollider * aCollider, int aUserData /* = 0 */);
void Monotone_set3dAttenuator(Monotone * aMonotone, AudioAttenuator * aAttenuator);
void Monotone_setInaudibleBehavior(Monotone * aMonotone, int aMustTick, int aKill);
void Monotone_setLoopPoint(Monotone * aMonotone, double aLoopPoint);
double Monotone_getLoopPoint(Monotone * aMonotone);
void Monotone_setFilter(Monotone * aMonotone, unsigned int aFilterId, Filter * aFilter);
void Monotone_stop(Monotone * aMonotone);
/*
* Noise
*/
void Noise_destroy(Noise * aNoise);
Noise * Noise_create();
void Noise_setOctaveScale(Noise * aNoise, float aOct0, float aOct1, float aOct2, float aOct3, float aOct4, float aOct5, float aOct6, float aOct7, float aOct8, float aOct9);
void Noise_setType(Noise * aNoise, int aType);
void Noise_setVolume(Noise * aNoise, float aVolume);
void Noise_setLooping(Noise * aNoise, int aLoop);
void Noise_set3dMinMaxDistance(Noise * aNoise, float aMinDistance, float aMaxDistance);
void Noise_set3dAttenuation(Noise * aNoise, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Noise_set3dDopplerFactor(Noise * aNoise, float aDopplerFactor);
void Noise_set3dListenerRelative(Noise * aNoise, int aListenerRelative);
void Noise_set3dDistanceDelay(Noise * aNoise, int aDistanceDelay);
void Noise_set3dCollider(Noise * aNoise, AudioCollider * aCollider);
void Noise_set3dColliderEx(Noise * aNoise, AudioCollider * aCollider, int aUserData /* = 0 */);
void Noise_set3dAttenuator(Noise * aNoise, AudioAttenuator * aAttenuator);
void Noise_setInaudibleBehavior(Noise * aNoise, int aMustTick, int aKill);
void Noise_setLoopPoint(Noise * aNoise, double aLoopPoint);
double Noise_getLoopPoint(Noise * aNoise);
void Noise_setFilter(Noise * aNoise, unsigned int aFilterId, Filter * aFilter);
void Noise_stop(Noise * aNoise);
/*
* Openmpt
*/
void Openmpt_destroy(Openmpt * aOpenmpt);
Openmpt * Openmpt_create();
int Openmpt_load(Openmpt * aOpenmpt, const char * aFilename);
int Openmpt_loadMem(Openmpt * aOpenmpt, const unsigned char * aMem, unsigned int aLength);
int Openmpt_loadMemEx(Openmpt * aOpenmpt, const unsigned char * aMem, unsigned int aLength, int aCopy /* = false */, int aTakeOwnership /* = true */);
int Openmpt_loadFile(Openmpt * aOpenmpt, File * aFile);
void Openmpt_setVolume(Openmpt * aOpenmpt, float aVolume);
void Openmpt_setLooping(Openmpt * aOpenmpt, int aLoop);
void Openmpt_set3dMinMaxDistance(Openmpt * aOpenmpt, float aMinDistance, float aMaxDistance);
void Openmpt_set3dAttenuation(Openmpt * aOpenmpt, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Openmpt_set3dDopplerFactor(Openmpt * aOpenmpt, float aDopplerFactor);
void Openmpt_set3dListenerRelative(Openmpt * aOpenmpt, int aListenerRelative);
void Openmpt_set3dDistanceDelay(Openmpt * aOpenmpt, int aDistanceDelay);
void Openmpt_set3dCollider(Openmpt * aOpenmpt, AudioCollider * aCollider);
void Openmpt_set3dColliderEx(Openmpt * aOpenmpt, AudioCollider * aCollider, int aUserData /* = 0 */);
void Openmpt_set3dAttenuator(Openmpt * aOpenmpt, AudioAttenuator * aAttenuator);
void Openmpt_setInaudibleBehavior(Openmpt * aOpenmpt, int aMustTick, int aKill);
void Openmpt_setLoopPoint(Openmpt * aOpenmpt, double aLoopPoint);
double Openmpt_getLoopPoint(Openmpt * aOpenmpt);
void Openmpt_setFilter(Openmpt * aOpenmpt, unsigned int aFilterId, Filter * aFilter);
void Openmpt_stop(Openmpt * aOpenmpt);
/*
* Queue
*/
void Queue_destroy(Queue * aQueue);
Queue * Queue_create();
int Queue_play(Queue * aQueue, AudioSource * aSound);
unsigned int Queue_getQueueCount(Queue * aQueue);
int Queue_isCurrentlyPlaying(Queue * aQueue, AudioSource * aSound);
int Queue_setParamsFromAudioSource(Queue * aQueue, AudioSource * aSound);
int Queue_setParams(Queue * aQueue, float aSamplerate);
int Queue_setParamsEx(Queue * aQueue, float aSamplerate, unsigned int aChannels /* = 2 */);
void Queue_setVolume(Queue * aQueue, float aVolume);
void Queue_setLooping(Queue * aQueue, int aLoop);
void Queue_set3dMinMaxDistance(Queue * aQueue, float aMinDistance, float aMaxDistance);
void Queue_set3dAttenuation(Queue * aQueue, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Queue_set3dDopplerFactor(Queue * aQueue, float aDopplerFactor);
void Queue_set3dListenerRelative(Queue * aQueue, int aListenerRelative);
void Queue_set3dDistanceDelay(Queue * aQueue, int aDistanceDelay);
void Queue_set3dCollider(Queue * aQueue, AudioCollider * aCollider);
void Queue_set3dColliderEx(Queue * aQueue, AudioCollider * aCollider, int aUserData /* = 0 */);
void Queue_set3dAttenuator(Queue * aQueue, AudioAttenuator * aAttenuator);
void Queue_setInaudibleBehavior(Queue * aQueue, int aMustTick, int aKill);
void Queue_setLoopPoint(Queue * aQueue, double aLoopPoint);
double Queue_getLoopPoint(Queue * aQueue);
void Queue_setFilter(Queue * aQueue, unsigned int aFilterId, Filter * aFilter);
void Queue_stop(Queue * aQueue);
/*
* RobotizeFilter
*/
void RobotizeFilter_destroy(RobotizeFilter * aRobotizeFilter);
int RobotizeFilter_getParamCount(RobotizeFilter * aRobotizeFilter);
const char * RobotizeFilter_getParamName(RobotizeFilter * aRobotizeFilter, unsigned int aParamIndex);
unsigned int RobotizeFilter_getParamType(RobotizeFilter * aRobotizeFilter, unsigned int aParamIndex);
float RobotizeFilter_getParamMax(RobotizeFilter * aRobotizeFilter, unsigned int aParamIndex);
float RobotizeFilter_getParamMin(RobotizeFilter * aRobotizeFilter, unsigned int aParamIndex);
void RobotizeFilter_setParams(RobotizeFilter * aRobotizeFilter, float aFreq, int aWaveform);
RobotizeFilter * RobotizeFilter_create();
/*
* Sfxr
*/
void Sfxr_destroy(Sfxr * aSfxr);
Sfxr * Sfxr_create();
void Sfxr_resetParams(Sfxr * aSfxr);
int Sfxr_loadParams(Sfxr * aSfxr, const char * aFilename);
int Sfxr_loadParamsMem(Sfxr * aSfxr, unsigned char * aMem, unsigned int aLength);
int Sfxr_loadParamsMemEx(Sfxr * aSfxr, unsigned char * aMem, unsigned int aLength, int aCopy /* = false */, int aTakeOwnership /* = true */);
int Sfxr_loadParamsFile(Sfxr * aSfxr, File * aFile);
int Sfxr_loadPreset(Sfxr * aSfxr, int aPresetNo, int aRandSeed);
void Sfxr_setVolume(Sfxr * aSfxr, float aVolume);
void Sfxr_setLooping(Sfxr * aSfxr, int aLoop);
void Sfxr_set3dMinMaxDistance(Sfxr * aSfxr, float aMinDistance, float aMaxDistance);
void Sfxr_set3dAttenuation(Sfxr * aSfxr, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Sfxr_set3dDopplerFactor(Sfxr * aSfxr, float aDopplerFactor);
void Sfxr_set3dListenerRelative(Sfxr * aSfxr, int aListenerRelative);
void Sfxr_set3dDistanceDelay(Sfxr * aSfxr, int aDistanceDelay);
void Sfxr_set3dCollider(Sfxr * aSfxr, AudioCollider * aCollider);
void Sfxr_set3dColliderEx(Sfxr * aSfxr, AudioCollider * aCollider, int aUserData /* = 0 */);
void Sfxr_set3dAttenuator(Sfxr * aSfxr, AudioAttenuator * aAttenuator);
void Sfxr_setInaudibleBehavior(Sfxr * aSfxr, int aMustTick, int aKill);
void Sfxr_setLoopPoint(Sfxr * aSfxr, double aLoopPoint);
double Sfxr_getLoopPoint(Sfxr * aSfxr);
void Sfxr_setFilter(Sfxr * aSfxr, unsigned int aFilterId, Filter * aFilter);
void Sfxr_stop(Sfxr * aSfxr);
/*
* Speech
*/
void Speech_destroy(Speech * aSpeech);
Speech * Speech_create();
int Speech_setText(Speech * aSpeech, const char * aText);
int Speech_setParams(Speech * aSpeech);
int Speech_setParamsEx(Speech * aSpeech, unsigned int aBaseFrequency /* = 1330 */, float aBaseSpeed /* = 10.0f */, float aBaseDeclination /* = 0.5f */, int aBaseWaveform /* = KW_TRIANGLE */);
void Speech_setVolume(Speech * aSpeech, float aVolume);
void Speech_setLooping(Speech * aSpeech, int aLoop);
void Speech_set3dMinMaxDistance(Speech * aSpeech, float aMinDistance, float aMaxDistance);
void Speech_set3dAttenuation(Speech * aSpeech, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Speech_set3dDopplerFactor(Speech * aSpeech, float aDopplerFactor);
void Speech_set3dListenerRelative(Speech * aSpeech, int aListenerRelative);
void Speech_set3dDistanceDelay(Speech * aSpeech, int aDistanceDelay);
void Speech_set3dCollider(Speech * aSpeech, AudioCollider * aCollider);
void Speech_set3dColliderEx(Speech * aSpeech, AudioCollider * aCollider, int aUserData /* = 0 */);
void Speech_set3dAttenuator(Speech * aSpeech, AudioAttenuator * aAttenuator);
void Speech_setInaudibleBehavior(Speech * aSpeech, int aMustTick, int aKill);
void Speech_setLoopPoint(Speech * aSpeech, double aLoopPoint);
double Speech_getLoopPoint(Speech * aSpeech);
void Speech_setFilter(Speech * aSpeech, unsigned int aFilterId, Filter * aFilter);
void Speech_stop(Speech * aSpeech);
/*
* TedSid
*/
void TedSid_destroy(TedSid * aTedSid);
TedSid * TedSid_create();
int TedSid_load(TedSid * aTedSid, const char * aFilename);
int TedSid_loadToMem(TedSid * aTedSid, const char * aFilename);
int TedSid_loadMem(TedSid * aTedSid, const unsigned char * aMem, unsigned int aLength);
int TedSid_loadMemEx(TedSid * aTedSid, const unsigned char * aMem, unsigned int aLength, int aCopy /* = false */, int aTakeOwnership /* = true */);
int TedSid_loadFileToMem(TedSid * aTedSid, File * aFile);
int TedSid_loadFile(TedSid * aTedSid, File * aFile);
void TedSid_setVolume(TedSid * aTedSid, float aVolume);
void TedSid_setLooping(TedSid * aTedSid, int aLoop);
void TedSid_set3dMinMaxDistance(TedSid * aTedSid, float aMinDistance, float aMaxDistance);
void TedSid_set3dAttenuation(TedSid * aTedSid, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void TedSid_set3dDopplerFactor(TedSid * aTedSid, float aDopplerFactor);
void TedSid_set3dListenerRelative(TedSid * aTedSid, int aListenerRelative);
void TedSid_set3dDistanceDelay(TedSid * aTedSid, int aDistanceDelay);
void TedSid_set3dCollider(TedSid * aTedSid, AudioCollider * aCollider);
void TedSid_set3dColliderEx(TedSid * aTedSid, AudioCollider * aCollider, int aUserData /* = 0 */);
void TedSid_set3dAttenuator(TedSid * aTedSid, AudioAttenuator * aAttenuator);
void TedSid_setInaudibleBehavior(TedSid * aTedSid, int aMustTick, int aKill);
void TedSid_setLoopPoint(TedSid * aTedSid, double aLoopPoint);
double TedSid_getLoopPoint(TedSid * aTedSid);
void TedSid_setFilter(TedSid * aTedSid, unsigned int aFilterId, Filter * aFilter);
void TedSid_stop(TedSid * aTedSid);
/*
* Vic
*/
void Vic_destroy(Vic * aVic);
Vic * Vic_create();
void Vic_setModel(Vic * aVic, int model);
int Vic_getModel(Vic * aVic);
void Vic_setRegister(Vic * aVic, int reg, unsigned char value);
unsigned char Vic_getRegister(Vic * aVic, int reg);
void Vic_setVolume(Vic * aVic, float aVolume);
void Vic_setLooping(Vic * aVic, int aLoop);
void Vic_set3dMinMaxDistance(Vic * aVic, float aMinDistance, float aMaxDistance);
void Vic_set3dAttenuation(Vic * aVic, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Vic_set3dDopplerFactor(Vic * aVic, float aDopplerFactor);
void Vic_set3dListenerRelative(Vic * aVic, int aListenerRelative);
void Vic_set3dDistanceDelay(Vic * aVic, int aDistanceDelay);
void Vic_set3dCollider(Vic * aVic, AudioCollider * aCollider);
void Vic_set3dColliderEx(Vic * aVic, AudioCollider * aCollider, int aUserData /* = 0 */);
void Vic_set3dAttenuator(Vic * aVic, AudioAttenuator * aAttenuator);
void Vic_setInaudibleBehavior(Vic * aVic, int aMustTick, int aKill);
void Vic_setLoopPoint(Vic * aVic, double aLoopPoint);
double Vic_getLoopPoint(Vic * aVic);
void Vic_setFilter(Vic * aVic, unsigned int aFilterId, Filter * aFilter);
void Vic_stop(Vic * aVic);
/*
* Vizsn
*/
void Vizsn_destroy(Vizsn * aVizsn);
Vizsn * Vizsn_create();
void Vizsn_setText(Vizsn * aVizsn, char * aText);
void Vizsn_setVolume(Vizsn * aVizsn, float aVolume);
void Vizsn_setLooping(Vizsn * aVizsn, int aLoop);
void Vizsn_set3dMinMaxDistance(Vizsn * aVizsn, float aMinDistance, float aMaxDistance);
void Vizsn_set3dAttenuation(Vizsn * aVizsn, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Vizsn_set3dDopplerFactor(Vizsn * aVizsn, float aDopplerFactor);
void Vizsn_set3dListenerRelative(Vizsn * aVizsn, int aListenerRelative);
void Vizsn_set3dDistanceDelay(Vizsn * aVizsn, int aDistanceDelay);
void Vizsn_set3dCollider(Vizsn * aVizsn, AudioCollider * aCollider);
void Vizsn_set3dColliderEx(Vizsn * aVizsn, AudioCollider * aCollider, int aUserData /* = 0 */);
void Vizsn_set3dAttenuator(Vizsn * aVizsn, AudioAttenuator * aAttenuator);
void Vizsn_setInaudibleBehavior(Vizsn * aVizsn, int aMustTick, int aKill);
void Vizsn_setLoopPoint(Vizsn * aVizsn, double aLoopPoint);
double Vizsn_getLoopPoint(Vizsn * aVizsn);
void Vizsn_setFilter(Vizsn * aVizsn, unsigned int aFilterId, Filter * aFilter);
void Vizsn_stop(Vizsn * aVizsn);
/*
* Wav
*/
void Wav_destroy(Wav * aWav);
Wav * Wav_create();
int Wav_load(Wav * aWav, const char * aFilename);
int Wav_loadMem(Wav * aWav, const unsigned char * aMem, unsigned int aLength);
int Wav_loadMemEx(Wav * aWav, const unsigned char * aMem, unsigned int aLength, int aCopy /* = false */, int aTakeOwnership /* = true */);
int Wav_loadFile(Wav * aWav, File * aFile);
int Wav_loadRawWave8(Wav * aWav, unsigned char * aMem, unsigned int aLength);
int Wav_loadRawWave8Ex(Wav * aWav, unsigned char * aMem, unsigned int aLength, float aSamplerate /* = 44100.0f */, unsigned int aChannels /* = 1 */);
int Wav_loadRawWave16(Wav * aWav, short * aMem, unsigned int aLength);
int Wav_loadRawWave16Ex(Wav * aWav, short * aMem, unsigned int aLength, float aSamplerate /* = 44100.0f */, unsigned int aChannels /* = 1 */);
int Wav_loadRawWave(Wav * aWav, float * aMem, unsigned int aLength);
int Wav_loadRawWaveEx(Wav * aWav, float * aMem, unsigned int aLength, float aSamplerate /* = 44100.0f */, unsigned int aChannels /* = 1 */, int aCopy /* = false */, int aTakeOwnership /* = true */);
double Wav_getLength(Wav * aWav);
void Wav_setVolume(Wav * aWav, float aVolume);
void Wav_setLooping(Wav * aWav, int aLoop);
void Wav_set3dMinMaxDistance(Wav * aWav, float aMinDistance, float aMaxDistance);
void Wav_set3dAttenuation(Wav * aWav, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void Wav_set3dDopplerFactor(Wav * aWav, float aDopplerFactor);
void Wav_set3dListenerRelative(Wav * aWav, int aListenerRelative);
void Wav_set3dDistanceDelay(Wav * aWav, int aDistanceDelay);
void Wav_set3dCollider(Wav * aWav, AudioCollider * aCollider);
void Wav_set3dColliderEx(Wav * aWav, AudioCollider * aCollider, int aUserData /* = 0 */);
void Wav_set3dAttenuator(Wav * aWav, AudioAttenuator * aAttenuator);
void Wav_setInaudibleBehavior(Wav * aWav, int aMustTick, int aKill);
void Wav_setLoopPoint(Wav * aWav, double aLoopPoint);
double Wav_getLoopPoint(Wav * aWav);
void Wav_setFilter(Wav * aWav, unsigned int aFilterId, Filter * aFilter);
void Wav_stop(Wav * aWav);
/*
* WaveShaperFilter
*/
void WaveShaperFilter_destroy(WaveShaperFilter * aWaveShaperFilter);
int WaveShaperFilter_setParams(WaveShaperFilter * aWaveShaperFilter, float aAmount);
WaveShaperFilter * WaveShaperFilter_create();
int WaveShaperFilter_getParamCount(WaveShaperFilter * aWaveShaperFilter);
const char * WaveShaperFilter_getParamName(WaveShaperFilter * aWaveShaperFilter, unsigned int aParamIndex);
unsigned int WaveShaperFilter_getParamType(WaveShaperFilter * aWaveShaperFilter, unsigned int aParamIndex);
float WaveShaperFilter_getParamMax(WaveShaperFilter * aWaveShaperFilter, unsigned int aParamIndex);
float WaveShaperFilter_getParamMin(WaveShaperFilter * aWaveShaperFilter, unsigned int aParamIndex);
/*
* WavStream
*/
void WavStream_destroy(WavStream * aWavStream);
WavStream * WavStream_create();
int WavStream_load(WavStream * aWavStream, const char * aFilename);
int WavStream_loadMem(WavStream * aWavStream, const unsigned char * aData, unsigned int aDataLen);
int WavStream_loadMemEx(WavStream * aWavStream, const unsigned char * aData, unsigned int aDataLen, int aCopy /* = false */, int aTakeOwnership /* = true */);
int WavStream_loadToMem(WavStream * aWavStream, const char * aFilename);
int WavStream_loadFile(WavStream * aWavStream, File * aFile);
int WavStream_loadFileToMem(WavStream * aWavStream, File * aFile);
double WavStream_getLength(WavStream * aWavStream);
void WavStream_setVolume(WavStream * aWavStream, float aVolume);
void WavStream_setLooping(WavStream * aWavStream, int aLoop);
void WavStream_set3dMinMaxDistance(WavStream * aWavStream, float aMinDistance, float aMaxDistance);
void WavStream_set3dAttenuation(WavStream * aWavStream, unsigned int aAttenuationModel, float aAttenuationRolloffFactor);
void WavStream_set3dDopplerFactor(WavStream * aWavStream, float aDopplerFactor);
void WavStream_set3dListenerRelative(WavStream * aWavStream, int aListenerRelative);
void WavStream_set3dDistanceDelay(WavStream * aWavStream, int aDistanceDelay);
void WavStream_set3dCollider(WavStream * aWavStream, AudioCollider * aCollider);
void WavStream_set3dColliderEx(WavStream * aWavStream, AudioCollider * aCollider, int aUserData /* = 0 */);
void WavStream_set3dAttenuator(WavStream * aWavStream, AudioAttenuator * aAttenuator);
void WavStream_setInaudibleBehavior(WavStream * aWavStream, int aMustTick, int aKill);
void WavStream_setLoopPoint(WavStream * aWavStream, double aLoopPoint);
double WavStream_getLoopPoint(WavStream * aWavStream);
void WavStream_setFilter(WavStream * aWavStream, unsigned int aFilterId, Filter * aFilter);
void WavStream_stop(WavStream * aWavStream);
#ifdef __cplusplus
} // extern "C"
#endif
#endif // SOLOUD_C_H_INCLUDED

@ -0,0 +1,58 @@
/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_DCREMOVAL_H
#define SOLOUD_DCREMOVAL_H
#include "soloud.h"
namespace SoLoud
{
class DCRemovalFilter;
class DCRemovalFilterInstance : public FilterInstance
{
float *mBuffer;
float *mTotals;
int mBufferLength;
DCRemovalFilter *mParent;
int mOffset;
public:
virtual void filter(float *aBuffer, unsigned int aSamples, unsigned int aChannels, float aSamplerate, time aTime);
virtual ~DCRemovalFilterInstance();
DCRemovalFilterInstance(DCRemovalFilter *aParent);
};
class DCRemovalFilter : public Filter
{
public:
float mLength;
virtual FilterInstance *createInstance();
DCRemovalFilter();
result setParams(float aLength = 0.1f);
};
}
#endif

@ -0,0 +1,71 @@
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_ECHOFILTER_H
#define SOLOUD_ECHOFILTER_H
#include "soloud.h"
namespace SoLoud
{
class EchoFilter;
class EchoFilterInstance : public FilterInstance
{
float *mBuffer;
int mBufferLength;
int mBufferMaxLength;
int mOffset;
public:
virtual void filter(float *aBuffer, unsigned int aSamples, unsigned int aChannels, float aSamplerate, time aTime);
virtual ~EchoFilterInstance();
EchoFilterInstance(EchoFilter *aParent);
};
class EchoFilter : public Filter
{
public:
enum FILTERATTRIBUTE
{
WET = 0,
DELAY,
DECAY,
FILTER
};
float mDelay;
float mDecay;
float mFilter;
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
virtual FilterInstance *createInstance();
EchoFilter();
result setParams(float aDelay, float aDecay = 0.7f, float aFilter = 0.0f);
};
}
#endif

@ -0,0 +1,41 @@
/*
SoLoud audio engine
Copyright (c) 2013-2014 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_ERROR_H
#define SOLOUD_ERROR_H
namespace SoLoud
{
enum SOLOUD_ERRORS
{
SO_NO_ERROR = 0, // No error
INVALID_PARAMETER = 1, // Some parameter is invalid
FILE_NOT_FOUND = 2, // File not found
FILE_LOAD_FAILED = 3, // File found, but could not be loaded
DLL_NOT_FOUND = 4, // DLL not found, or wrong DLL
OUT_OF_MEMORY = 5, // Out of memory
NOT_IMPLEMENTED = 6, // Feature not implemented
UNKNOWN_ERROR = 7 // Other error
};
};
#endif

@ -0,0 +1,63 @@
/*
SoLoud audio engine
Copyright (c) 2013-2014 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_FADER_H
#define SOLOUD_FADER_H
#include "soloud.h"
namespace SoLoud
{
// Helper class to process faders
class Fader
{
public:
// Value to fade from
float mFrom;
// Value to fade to
float mTo;
// Delta between from and to
float mDelta;
// Total time to fade
time mTime;
// Time fading started
time mStartTime;
// Time fading will end
time mEndTime;
// Current value. Used in case time rolls over.
float mCurrent;
// Active flag; 0 means disabled, 1 is active, 2 is LFO, -1 means was active, but stopped
int mActive;
// Ctor
Fader();
// Set up LFO
void setLFO(float aFrom, float aTo, time aTime, time aStartTime);
// Set up fader
void set(float aFrom, float aTo, time aTime, time aStartTime);
// Get the current fading value
float get(time aCurrentTime);
};
};
#endif

@ -0,0 +1,51 @@
/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_FFT_H
#define SOLOUD_FFT_H
#include "soloud.h"
namespace SoLoud
{
namespace FFT
{
// Perform 1024 unit FFT. Buffer must have 1024 floats, and will be overwritten
void fft1024(float *aBuffer);
// Perform 256 unit FFT. Buffer must have 256 floats, and will be overwritten
void fft256(float *aBuffer);
// Perform 256 unit IFFT. Buffer must have 256 floats, and will be overwritten
void ifft256(float *aBuffer);
// Generic (slower) power of two FFT. Buffer is overwritten.
void fft(float *aBuffer, unsigned int aBufferLength);
// Generic (slower) power of two IFFT. Buffer is overwritten.
void ifft(float *aBuffer, unsigned int aBufferLength);
};
};
#endif

@ -0,0 +1,57 @@
/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_FFTFILTER_H
#define SOLOUD_FFTFILTER_H
#include "soloud.h"
namespace SoLoud
{
class FFTFilter;
class FFTFilterInstance : public FilterInstance
{
float *mTemp;
float *mInputBuffer;
float *mMixBuffer;
unsigned int mOffset[MAX_CHANNELS];
FFTFilter *mParent;
public:
virtual void fftFilterChannel(float *aFFTBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
virtual void filterChannel(float *aBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
virtual ~FFTFilterInstance();
FFTFilterInstance(FFTFilter *aParent);
FFTFilterInstance();
};
class FFTFilter : public Filter
{
public:
virtual FilterInstance *createInstance();
FFTFilter();
};
}
#endif

@ -0,0 +1,90 @@
/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_FILE_H
#define SOLOUD_FILE_H
#include <stdio.h>
#include "soloud.h"
typedef void* Soloud_Filehack;
namespace SoLoud
{
class File
{
public:
virtual ~File() {}
unsigned int read8();
unsigned int read16();
unsigned int read32();
virtual int eof() = 0;
virtual unsigned int read(unsigned char *aDst, unsigned int aBytes) = 0;
virtual unsigned int length() = 0;
virtual void seek(int aOffset) = 0;
virtual unsigned int pos() = 0;
virtual FILE * getFilePtr() { return 0; }
virtual const unsigned char * getMemPtr() { return 0; }
};
class DiskFile : public File
{
public:
FILE *mFileHandle;
virtual int eof();
virtual unsigned int read(unsigned char *aDst, unsigned int aBytes);
virtual unsigned int length();
virtual void seek(int aOffset);
virtual unsigned int pos();
virtual ~DiskFile();
DiskFile();
DiskFile(FILE *fp);
result open(const char *aFilename);
virtual FILE * getFilePtr();
};
class MemoryFile : public File
{
public:
const unsigned char *mDataPtr;
unsigned int mDataLength;
unsigned int mOffset;
bool mDataOwned;
virtual int eof();
virtual unsigned int read(unsigned char *aDst, unsigned int aBytes);
virtual unsigned int length();
virtual void seek(int aOffset);
virtual unsigned int pos();
virtual const unsigned char * getMemPtr();
virtual ~MemoryFile();
MemoryFile();
result openMem(const unsigned char *aData, unsigned int aDataLength, bool aCopy=false, bool aTakeOwnership=true);
result openToMem(const char *aFilename);
result openFileToMem(File *aFile);
};
};
#endif

@ -0,0 +1,36 @@
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
/*
See soloud_file_hack_on.h
*/
#undef FILE
#undef fgetc
#undef fread
#undef fseek
#undef ftell
#undef fclose
#undef fopen
#undef fopen_s

@ -0,0 +1,60 @@
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
/*
This is a "hack" header to fool third party code to use our File stuff instead
of stdio FILE* stuff.
You can use soloud_file_hack_off.h to undef the stuff defined here.
*/
#ifndef SEEK_SET
#error soloud_file_hack_on must be included after stdio, otherwise the #define hacks will break stdio.
#endif
typedef void* Soloud_Filehack;
#ifdef __cplusplus
extern "C" {
#endif
extern int Soloud_Filehack_fgetc(Soloud_Filehack *f);
extern int Soloud_Filehack_fread(void *dst, int s, int c, Soloud_Filehack *f);
extern int Soloud_Filehack_fseek(Soloud_Filehack *f, int idx, int base);
extern int Soloud_Filehack_ftell(Soloud_Filehack *f);
extern int Soloud_Filehack_fclose(Soloud_Filehack *f);
extern Soloud_Filehack * Soloud_Filehack_fopen(const char *aFilename, char *aMode);
extern int Soloud_Filehack_fopen_s(Soloud_Filehack **f, const char* aFilename, char* aMode);
#ifdef __cplusplus
}
#endif
#define FILE Soloud_Filehack
#define fgetc Soloud_Filehack_fgetc
#define fread Soloud_Filehack_fread
#define fseek Soloud_Filehack_fseek
#define ftell Soloud_Filehack_ftell
#define fclose Soloud_Filehack_fclose
#define fopen Soloud_Filehack_fopen
#define fopen_s Soloud_Filehack_fopen_s

@ -0,0 +1,76 @@
/*
SoLoud audio engine
Copyright (c) 2013-2014 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_FILTER_H
#define SOLOUD_FILTER_H
#include "soloud.h"
namespace SoLoud
{
class Fader;
class FilterInstance
{
public:
unsigned int mNumParams;
unsigned int mParamChanged;
float *mParam;
Fader *mParamFader;
FilterInstance();
virtual result initParams(int aNumParams);
virtual void updateParams(time aTime);
virtual void filter(float *aBuffer, unsigned int aSamples, unsigned int aChannels, float aSamplerate, time aTime);
virtual void filterChannel(float *aBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
virtual float getFilterParameter(unsigned int aAttributeId);
virtual void setFilterParameter(unsigned int aAttributeId, float aValue);
virtual void fadeFilterParameter(unsigned int aAttributeId, float aTo, time aTime, time aStartTime);
virtual void oscillateFilterParameter(unsigned int aAttributeId, float aFrom, float aTo, time aTime, time aStartTime);
virtual ~FilterInstance();
};
class Filter
{
public:
enum PARAMTYPE
{
FLOAT_PARAM = 0,
INT_PARAM,
BOOL_PARAM
};
Filter();
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
virtual FilterInstance *createInstance() = 0;
virtual ~Filter();
};
};
#endif

@ -0,0 +1,70 @@
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_FLANGERFILTER_H
#define SOLOUD_FLANGERFILTER_H
#include "soloud.h"
namespace SoLoud
{
class FlangerFilter;
class FlangerFilterInstance : public FilterInstance
{
float *mBuffer;
unsigned int mBufferLength;
FlangerFilter *mParent;
unsigned int mOffset;
double mIndex;
public:
virtual void filter(float *aBuffer, unsigned int aSamples, unsigned int aChannels, float aSamplerate, time aTime);
virtual ~FlangerFilterInstance();
FlangerFilterInstance(FlangerFilter *aParent);
};
class FlangerFilter : public Filter
{
public:
enum FILTERPARAMS
{
WET,
DELAY,
FREQ
};
float mDelay;
float mFreq;
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
virtual FilterInstance *createInstance();
FlangerFilter();
result setParams(float aDelay, float aFreq);
};
}
#endif

@ -0,0 +1,83 @@
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_FREEVERBFILTER_H
#define SOLOUD_FREEVERBFILTER_H
#include "soloud.h"
namespace SoLoud
{
class FreeverbFilter;
namespace FreeverbImpl
{
class Revmodel;
}
class FreeverbFilterInstance : public FilterInstance
{
enum FILTERPARAM {
WET = 0,
FREEZE,
ROOMSIZE,
DAMP,
WIDTH
};
FreeverbFilter *mParent;
FreeverbImpl::Revmodel *mModel;
public:
virtual void filter(float* aBuffer, unsigned int aSamples, unsigned int aChannels, float aSamplerate, time aTime);
virtual ~FreeverbFilterInstance();
FreeverbFilterInstance(FreeverbFilter *aParent);
};
class FreeverbFilter : public Filter
{
public:
enum FILTERPARAM {
WET = 0,
FREEZE,
ROOMSIZE,
DAMP,
WIDTH
};
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
float mMode;
float mRoomSize;
float mDamp;
float mWidth;
virtual FreeverbFilterInstance *createInstance();
FreeverbFilter();
result setParams(float aMode, float aRoomSize, float aDamp, float aWidth);
virtual ~FreeverbFilter();
};
}
#endif

@ -0,0 +1,164 @@
/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_INTERNAL_H
#define SOLOUD_INTERNAL_H
#include "soloud.h"
namespace SoLoud
{
// SDL1 back-end initialization call
result sdl1_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// SDL2 back-end initialization call
result sdl2_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// SDL1 "non-dynamic" back-end initialization call
result sdl1static_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// SDL2 "non-dynamic" back-end initialization call
result sdl2static_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// OpenAL back-end initialization call
result openal_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// Core Audio driver back-end initialization call
result coreaudio_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// OpenSL ES back-end initialization call
result opensles_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// PortAudio back-end initialization call
result portaudio_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// WinMM back-end initialization call
result winmm_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 4096, unsigned int aChannels = 2);
// XAudio2 back-end initialization call
result xaudio2_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// WASAPI back-end initialization call
result wasapi_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 4096, unsigned int aChannels = 2);
// OSS back-end initialization call
result oss_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// PS Vita homebrew back-end initialization call
result vita_homebrew_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// ALSA back-end initialization call
result alsa_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// JACK back-end initialization call
result jack_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// MiniAudio back-end initialization call
result miniaudio_init(SoLoud::Soloud* aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// nosound back-end initialization call
result nosound_init(SoLoud::Soloud* aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// null driver back-end initialization call
result null_init(SoLoud::Soloud *aSoloud, unsigned int aFlags = Soloud::CLIP_ROUNDOFF, unsigned int aSamplerate = 44100, unsigned int aBuffer = 2048, unsigned int aChannels = 2);
// Deinterlace samples in a buffer. From 12121212 to 11112222
void deinterlace_samples_float(const float *aSourceBuffer, float *aDestBuffer, unsigned int aSamples, unsigned int aChannels);
// Interlace samples in a buffer. From 11112222 to 12121212
void interlace_samples_float(const float *aSourceBuffer, float *aDestBuffer, unsigned int aSamples, unsigned int aChannels);
// Convert to 16-bit and interlace samples in a buffer. From 11112222 to 12121212
void interlace_samples_s16(const float *aSourceBuffer, short *aDestBuffer, unsigned int aSamples, unsigned int aChannels);
};
#define FOR_ALL_VOICES_PRE \
handle *h_ = NULL; \
handle th_[2] = { aVoiceHandle, 0 }; \
lockAudioMutex_internal(); \
h_ = voiceGroupHandleToArray_internal(aVoiceHandle); \
if (h_ == NULL) h_ = th_; \
while (*h_) \
{ \
int ch = getVoiceFromHandle_internal(*h_); \
if (ch != -1) \
{
#define FOR_ALL_VOICES_POST \
} \
h_++; \
} \
unlockAudioMutex_internal();
#define FOR_ALL_VOICES_PRE_3D \
handle *h_ = NULL; \
handle th_[2] = { aVoiceHandle, 0 }; \
h_ = voiceGroupHandleToArray_internal(aVoiceHandle); \
if (h_ == NULL) h_ = th_; \
while (*h_) \
{ \
int ch = (*h_ & 0xfff) - 1; \
if (ch != -1 && m3dData[ch].mHandle == *h_) \
{
#define FOR_ALL_VOICES_POST_3D \
} \
h_++; \
}
#define FOR_ALL_VOICES_PRE_EXT \
handle *h_ = NULL; \
handle th_[2] = { aVoiceHandle, 0 }; \
mSoloud->lockAudioMutex_internal(); \
h_ = mSoloud->voiceGroupHandleToArray_internal(aVoiceHandle); \
if (h_ == NULL) h_ = th_; \
while (*h_) \
{ \
int ch = mSoloud->getVoiceFromHandle_internal(*h_); \
if (ch != -1) \
{
#define FOR_ALL_VOICES_POST_EXT \
} \
h_++; \
} \
mSoloud->unlockAudioMutex_internal();
#define FOR_ALL_VOICES_PRE_3D_EXT \
handle *h_ = NULL; \
handle th_[2] = { aVoiceHandle, 0 }; \
h_ = mSoloud->voiceGroupHandleToArray(aVoiceHandle); \
if (h_ == NULL) h_ = th_; \
while (*h_) \
{ \
int ch = (*h_ & 0xfff) - 1; \
if (ch != -1 && mSoloud->m3dData[ch].mHandle == *h_) \
{
#define FOR_ALL_VOICES_POST_3D_EXT \
} \
h_++; \
}
#endif

@ -0,0 +1,80 @@
/*
SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_LOFIFILTER_H
#define SOLOUD_LOFIFILTER_H
#include "soloud.h"
namespace SoLoud
{
class LofiFilter;
struct LofiChannelData
{
float mSample;
float mSamplesToSkip;
};
class LofiFilterInstance : public FilterInstance
{
enum FILTERPARAMS
{
WET,
SAMPLERATE,
BITDEPTH
};
LofiChannelData mChannelData[2];
LofiFilter *mParent;
public:
virtual void filterChannel(float *aBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
virtual ~LofiFilterInstance();
LofiFilterInstance(LofiFilter *aParent);
};
class LofiFilter : public Filter
{
public:
enum FILTERPARAMS
{
WET,
SAMPLERATE,
BITDEPTH
};
float mSampleRate;
float mBitdepth;
virtual LofiFilterInstance *createInstance();
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
LofiFilter();
result setParams(float aSampleRate, float aBitdepth);
virtual ~LofiFilter();
};
}
#endif

@ -0,0 +1,65 @@
/*
SoLoud audio engine
Copyright (c) 2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_MISC_H
#define SOLOUD_MISC_H
#include "soloud.h"
namespace SoLoud
{
namespace Misc
{
enum WAVEFORM
{
WAVE_SQUARE = 0,
WAVE_SAW,
WAVE_SIN,
WAVE_TRIANGLE,
WAVE_BOUNCE,
WAVE_JAWS,
WAVE_HUMPS,
WAVE_FSQUARE,
WAVE_FSAW
};
// Generate a waveform.
float generateWaveform(int aWaveform, float p);
// WELL512 random
class Prg
{
public:
// random generator
Prg();
unsigned int mState[16];
unsigned int mIndex;
unsigned int rand();
float rand_float();
void srand(int aSeed);
};
};
};
#endif

@ -0,0 +1,110 @@
/*
MONOTONE module for SoLoud audio engine
Copyright (c) 2013-2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef MONOTONE_H
#define MONOTONE_H
#include "soloud.h"
#include "soloud_misc.h"
namespace SoLoud
{
class Monotone;
class File;
struct MonotoneSong
{
char *mTitle;
char *mComment;
unsigned char mVersion; // must be 1
unsigned char mTotalPatterns;
unsigned char mTotalTracks;
unsigned char mCellSize; // must be 2 for version 1
unsigned char mOrder[256];
unsigned int *mPatternData; // 64 rows * mTotalPatterns * mTotalTracks
};
struct MonotoneChannel
{
int mEnabled;
int mActive;
int mFreq[3];
int mPortamento;
int mArpCounter;
int mArp;
int mLastNote;
int mPortamentoToNote;
int mVibrato;
int mVibratoIndex;
int mVibratoDepth;
int mVibratoSpeed;
};
struct MonotoneHardwareChannel
{
int mEnabled;
float mSamplePos;
float mSamplePosInc;
};
class MonotoneInstance : public AudioSourceInstance
{
Monotone *mParent;
public:
MonotoneChannel mChannel[12];
MonotoneHardwareChannel mOutput[12];
int mNextChannel;
int mTempo; // ticks / row. Tick = 60hz. Default 4.
int mOrder;
int mRow;
int mSampleCount;
int mRowTick;
MonotoneInstance(Monotone *aParent);
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamples, unsigned int aBufferSize);
virtual bool hasEnded();
};
class Monotone : public AudioSource
{
public:
int mNotesHz[800];
int mVibTable[32];
int mHardwareChannels;
int mWaveform;
MonotoneSong mSong;
Monotone();
~Monotone();
result setParams(int aHardwareChannels, int aWaveform = SoLoud::Misc::WAVE_SQUARE);
result load(const char *aFilename);
result loadMem(const unsigned char *aMem, unsigned int aLength, bool aCopy = false, bool aTakeOwnership = true);
result loadFile(File *aFile);
virtual AudioSourceInstance *createInstance();
public:
void clear();
};
};
#endif

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/*
SoLoud audio engine
Copyright (c) 2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_NOISE_H
#define SOLOUD_NOISE_H
#include "soloud.h"
#include "soloud_misc.h"
namespace SoLoud
{
class Noise;
class NoiseInstance : public AudioSourceInstance
{
public:
NoiseInstance(Noise *aParent);
~NoiseInstance();
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual bool hasEnded();
public:
float mOctaveScale[10];
Misc::Prg mPrg;
};
class Noise : public AudioSource
{
public:
enum NOISETYPES
{
WHITE = 0,
PINK,
BROWNISH,
BLUEISH
};
Noise();
void setOctaveScale(float aOct0, float aOct1, float aOct2, float aOct3, float aOct4, float aOct5, float aOct6, float aOct7, float aOct8, float aOct9);
void setType(int aType);
virtual ~Noise();
public:
virtual AudioSourceInstance *createInstance();
float mOctaveScale[10];
};
};
#endif

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/*
Openmpt module for SoLoud audio engine
Copyright (c) 2016 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef OPENMPT_H
#define OPENMPT_H
#include "soloud.h"
namespace SoLoud
{
class Openmpt;
class File;
class OpenmptInstance : public AudioSourceInstance
{
Openmpt *mParent;
void *mModfile;
int mPlaying;
public:
OpenmptInstance(Openmpt *aParent);
virtual ~OpenmptInstance();
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual bool hasEnded();
};
class Openmpt : public AudioSource
{
public:
char *mData;
unsigned int mDataLen;
Openmpt();
virtual ~Openmpt();
result load(const char* aFilename);
result loadMem(const unsigned char *aMem, unsigned int aLength, bool aCopy = false, bool aTakeOwnership = true);
result loadFile(File *aFile);
virtual AudioSourceInstance *createInstance();
};
};
#endif

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/*
SoLoud audio engine
Copyright (c) 2013-2018 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_QUEUE_H
#define SOLOUD_QUEUE_H
#include "soloud.h"
#define SOLOUD_QUEUE_MAX 32
namespace SoLoud
{
class Queue;
class QueueInstance : public AudioSourceInstance
{
Queue *mParent;
public:
QueueInstance(Queue *aParent);
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual bool hasEnded();
virtual ~QueueInstance();
};
class Queue : public AudioSource
{
public:
Queue();
virtual QueueInstance *createInstance();
// Play sound through the queue
result play(AudioSource &aSound);
// Number of audio sources queued for replay
unsigned int getQueueCount();
// Is this audio source currently playing?
bool isCurrentlyPlaying(AudioSource &aSound);
// Set params by reading them from an audio source
result setParamsFromAudioSource(AudioSource &aSound);
// Set params manually
result setParams(float aSamplerate, unsigned int aChannels = 2);
public:
unsigned int mReadIndex, mWriteIndex, mCount;
AudioSourceInstance *mSource[SOLOUD_QUEUE_MAX];
QueueInstance *mInstance;
handle mQueueHandle;
void findQueueHandle();
};
};
#endif

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/*
SoLoud audio engine
Copyright (c) 2020 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_ROBOTIZEFILTER_H
#define SOLOUD_ROBOTIZEFILTER_H
#include "soloud.h"
#include "soloud_filter.h"
#include "soloud_misc.h"
namespace SoLoud
{
class RobotizeFilter;
class RobotizeFilterInstance : public FilterInstance
{
enum FILTERATTRIBUTE
{
WET = 0,
FREQ,
WAVE
};
RobotizeFilter *mParent;
public:
virtual void filterChannel(float *aBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
RobotizeFilterInstance(RobotizeFilter *aParent);
};
class RobotizeFilter : public Filter
{
public:
enum FILTERATTRIBUTE
{
WET = 0,
FREQ,
WAVE
};
float mFreq;
int mWave;
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
void setParams(float aFreq, int aWaveform);
virtual FilterInstance *createInstance();
RobotizeFilter();
};
}
#endif

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/*
SFXR module for SoLoud audio engine
Copyright (c) 2014 Jari Komppa
Based on code (c) by Tomas Pettersson, re-licensed under zlib by permission
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SFXR_H
#define SFXR_H
#include "soloud.h"
#include "soloud_misc.h"
namespace SoLoud
{
class File;
struct SfxrParams
{
int wave_type;
float p_base_freq;
float p_freq_limit;
float p_freq_ramp;
float p_freq_dramp;
float p_duty;
float p_duty_ramp;
float p_vib_strength;
float p_vib_speed;
float p_vib_delay;
float p_env_attack;
float p_env_sustain;
float p_env_decay;
float p_env_punch;
bool filter_on;
float p_lpf_resonance;
float p_lpf_freq;
float p_lpf_ramp;
float p_hpf_freq;
float p_hpf_ramp;
float p_pha_offset;
float p_pha_ramp;
float p_repeat_speed;
float p_arp_speed;
float p_arp_mod;
float master_vol;
float sound_vol;
};
class Sfxr;
class SfxrInstance : public AudioSourceInstance
{
Sfxr *mParent;
Misc::Prg mRand;
SfxrParams mParams;
bool playing_sample;
int phase;
double fperiod;
double fmaxperiod;
double fslide;
double fdslide;
int period;
float square_duty;
float square_slide;
int env_stage;
int env_time;
int env_length[3];
float env_vol;
float fphase;
float fdphase;
int iphase;
float phaser_buffer[1024];
int ipp;
float noise_buffer[32];
float fltp;
float fltdp;
float fltw;
float fltw_d;
float fltdmp;
float fltphp;
float flthp;
float flthp_d;
float vib_phase;
float vib_speed;
float vib_amp;
int rep_time;
int rep_limit;
int arp_time;
int arp_limit;
double arp_mod;
void resetSample(bool aRestart);
public:
SfxrInstance(Sfxr *aParent);
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual bool hasEnded();
};
class Sfxr : public AudioSource
{
public:
SfxrParams mParams;
enum SFXR_PRESETS
{
COIN,
LASER,
EXPLOSION,
POWERUP,
HURT,
JUMP,
BLIP
};
Misc::Prg mRand;
Sfxr();
virtual ~Sfxr();
void resetParams();
result loadParams(const char* aFilename);
result loadParamsMem(unsigned char *aMem, unsigned int aLength, bool aCopy = false, bool aTakeOwnership = true);
result loadParamsFile(File *aFile);
result loadPreset(int aPresetNo, int aRandSeed);
virtual AudioSourceInstance *createInstance();
};
};
#endif

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/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_SPEECH_H
#define SOLOUD_SPEECH_H
#include "soloud.h"
#include "../src/audiosource/speech/darray.h"
#include "../src/audiosource/speech/klatt.h"
#include "../src/audiosource/speech/tts.h"
namespace SoLoud
{
class Speech;
class Speech : public AudioSource
{
// copy of the enum in klatt.h for codegen purposes
enum KLATT_WAVEFORM
{
KW_SAW,
KW_TRIANGLE,
KW_SIN,
KW_SQUARE,
KW_PULSE,
KW_NOISE,
KW_WARBLE
};
public:
int mBaseFrequency;
float mBaseSpeed;
float mBaseDeclination;
int mBaseWaveform;
int mFrames;
darray mElement;
Speech();
result setText(const char *aText);
result setParams(unsigned int aBaseFrequency = 1330, float aBaseSpeed = 10.0f, float aBaseDeclination = 0.5f, int aBaseWaveform = KW_TRIANGLE);
virtual ~Speech();
virtual AudioSourceInstance *createInstance();
};
class SpeechInstance : public AudioSourceInstance
{
klatt mSynth;
Speech *mParent;
short *mSample;
int mSampleCount;
int mOffset;
public:
SpeechInstance(Speech *aParent);
virtual ~SpeechInstance();
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual result rewind();
virtual bool hasEnded();
};
};
#endif

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/*
TED/SID module for SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef TEDSID_H
#define TEDSID_H
#include "soloud.h"
class SIDsound;
class TED;
namespace SoLoud
{
class TedSid;
class File;
class TedSidInstance : public AudioSourceInstance
{
TedSid *mParent;
SIDsound *mSID;
TED *mTED;
unsigned int mSampleCount;
int mNextReg;
int mNextVal;
int mRegValues[128];
public:
TedSidInstance(TedSid *aParent);
~TedSidInstance();
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual void tick();
virtual bool hasEnded();
virtual float getInfo(unsigned int aInfoKey);
};
class TedSid : public AudioSource
{
public:
File *mFile;
int mModel;
bool mFileOwned;
TedSid();
~TedSid();
result load(const char *aFilename);
result loadToMem(const char *aFilename);
result loadMem(const unsigned char *aMem, unsigned int aLength, bool aCopy = false, bool aTakeOwnership = true);
result loadFileToMem(File *aFile);
result loadFile(File *aFile);
virtual AudioSourceInstance *createInstance();
};
};
#endif

@ -0,0 +1,84 @@
/*
SoLoud audio engine
Copyright (c) 2013-2014 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_THREAD_H
#define SOLOUD_THREAD_H
#include "soloud.h"
namespace SoLoud
{
namespace Thread
{
typedef void (*threadFunction)(void *aParam);
struct ThreadHandleData;
typedef ThreadHandleData* ThreadHandle;
void * createMutex();
void destroyMutex(void *aHandle);
void lockMutex(void *aHandle);
void unlockMutex(void *aHandle);
ThreadHandle createThread(threadFunction aThreadFunction, void *aParameter);
void sleep(int aMSec);
void wait(ThreadHandle aThreadHandle);
void release(ThreadHandle aThreadHandle);
int getTimeMillis();
#define MAX_THREADPOOL_TASKS 1024
class PoolTask
{
public:
virtual void work() = 0;
};
class Pool
{
public:
// Initialize and run thread pool. For thread count 0, work is done at addWork call.
void init(int aThreadCount);
// Ctor, sets known state
Pool();
// Dtor. Waits for the threads to finish. Work may be unfinished.
~Pool();
// Add work to work list. Object is not automatically deleted when work is done.
void addWork(PoolTask *aTask);
// Called from worker thread to get a new task. Returns null if no work available.
PoolTask *getWork();
public:
int mThreadCount; // number of threads
ThreadHandle *mThread; // array of thread handles
void *mWorkMutex; // mutex to protect task array/maxtask
PoolTask *mTaskArray[MAX_THREADPOOL_TASKS]; // pointers to tasks
int mMaxTask; // how many tasks are pending
int mRobin; // cyclic counter, used to pick jobs for threads
volatile int mRunning; // running flag, used to flag threads to stop
};
}
}
#endif

@ -0,0 +1,108 @@
/*
SoLoud audio engine
Copyright (c) 2015 Jari Komppa
VIC 6560/6561 sound chip emulator
Copyright (c) 2015 Petri Hakkinen
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_VIC_H
#define SOLOUD_VIC_H
#include "soloud.h"
/*
A very bare bones emulator for Commodore VIC-20 sound chip. Supports both PAL and NTSC models.
Bass, alto and soprano should be quite close to original vic, noise probably not so.
The first three channels (bass, alto and soprano) are square waveform generators with 7-bit frequency.
The highest bit of each oscillator register switches the oscillator on/off.
The fourth oscillator generates a noise waveform.
VIC-20 does not have per channel volume control, only global volume,
which you can change by setting audio source's volume.
To get that authentic moldy VIC-20 sound, the audio source should be coupled with a biquad resonant filter
with the following params: type = LOWPASS, sample rate = 44100, frequency = 1500, resonance = 2.0.
*/
namespace SoLoud
{
class Vic;
class VicInstance : public AudioSourceInstance
{
public:
VicInstance(Vic *aParent);
~VicInstance();
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual bool hasEnded();
public:
Vic* m_parent;
unsigned int m_phase[4];
unsigned int m_noisePos;
};
class Vic : public AudioSource
{
public:
// VIC model
enum
{
PAL = 0,
NTSC
};
// VIC sound registers
enum
{
BASS = 0,
ALTO,
SOPRANO,
NOISE,
MAX_REGS
};
Vic();
virtual ~Vic();
void setModel(int model);
int getModel() const;
void setRegister(int reg, unsigned char value);
unsigned char getRegister(int reg);
public:
virtual AudioSourceInstance *createInstance();
int m_model;
float m_clocks[4]; // base clock frequencies for oscillators, dependent on VIC model
unsigned char m_regs[MAX_REGS];
unsigned char m_noise[8192];
};
};
#endif

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/*
SoLoud audio engine
Copyright (c) 2013-2018 Jari Komppa
vizsn speech synthesizer (c) by Ville-Matias Heikkilä,
released under WTFPL, http://www.wtfpl.net/txt/copying/
(in short, "do whatever you want to")
Integration and changes to work with SoLoud by Jari Komppa,
released under same license.
*/
#ifndef SOLOUD_VIZSN_H
#define SOLOUD_VIZSN_H
#include "soloud.h"
namespace SoLoud
{
class Vizsn;
struct VizsnResonator
{
public:
float a, b, c, p1, p2;
float resonate(float i);
float antiresonate(float i);
};
struct VizsnBank
{
VizsnResonator r[10];
float pitch;
float frica, voice, aspir, bypas, breth;
};
class VizsnInstance : public AudioSourceInstance
{
public:
VizsnInstance(Vizsn *aParent);
~VizsnInstance();
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual bool hasEnded();
public:
Vizsn *mParent;
VizsnBank mBank0, mBank1, mBank0to1;
int mNper, mNmod, mNopen;
int mEchobuf[1024], mPtr;
int mCurrentVoiceType;
float mPitch;
char *mS;
float mBuf[2048];
unsigned int mBufwrite;
unsigned int mBufread;
float vcsrc(int aPitch, int aVoicetype);
float noisrc();
float genwave();
void setphone(VizsnBank *aB, char aP, float aPitch);
void slidePrepare(int aNumtix);
void slideTick();
int mA;
int mB;
int mOrgv;
float mGlotlast;
};
class Vizsn : public AudioSource
{
public:
char *mText;
Vizsn();
virtual ~Vizsn();
void setText(char *aText);
public:
virtual AudioSourceInstance *createInstance();
};
};
#endif

@ -0,0 +1,74 @@
/*
SoLoud audio engine
Copyright (c) 2013-2018 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_WAV_H
#define SOLOUD_WAV_H
#include "soloud.h"
struct stb_vorbis;
namespace SoLoud
{
class Wav;
class File;
class MemoryFile;
class WavInstance : public AudioSourceInstance
{
Wav *mParent;
unsigned int mOffset;
public:
WavInstance(Wav *aParent);
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual result rewind();
virtual bool hasEnded();
};
class Wav : public AudioSource
{
result loadwav(MemoryFile *aReader);
result loadogg(MemoryFile *aReader);
result loadmp3(MemoryFile *aReader);
result loadflac(MemoryFile *aReader);
result testAndLoadFile(MemoryFile *aReader);
public:
float *mData;
unsigned int mSampleCount;
Wav();
virtual ~Wav();
result load(const char *aFilename);
result loadMem(const unsigned char *aMem, unsigned int aLength, bool aCopy = false, bool aTakeOwnership = true);
result loadFile(File *aFile);
result loadRawWave8(unsigned char *aMem, unsigned int aLength, float aSamplerate = 44100.0f, unsigned int aChannels = 1);
result loadRawWave16(short *aMem, unsigned int aLength, float aSamplerate = 44100.0f, unsigned int aChannels = 1);
result loadRawWave(float *aMem, unsigned int aLength, float aSamplerate = 44100.0f, unsigned int aChannels = 1, bool aCopy = false, bool aTakeOwnership = true);
virtual AudioSourceInstance *createInstance();
time getLength();
};
};
#endif

@ -0,0 +1,63 @@
/*
SoLoud audio engine
Copyright (c) 2013-2018 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_WAVESHAPERFILTER_H
#define SOLOUD_WAVESHAPERFILTER_H
#include "soloud.h"
namespace SoLoud
{
class WaveShaperFilter;
class WaveShaperFilterInstance : public FilterInstance
{
WaveShaperFilter *mParent;
public:
virtual void filterChannel(float *aBuffer, unsigned int aSamples, float aSamplerate, time aTime, unsigned int aChannel, unsigned int aChannels);
virtual ~WaveShaperFilterInstance();
WaveShaperFilterInstance(WaveShaperFilter *aParent);
};
class WaveShaperFilter : public Filter
{
public:
enum FILTERPARAMS {
WET = 0,
AMOUNT
};
float mAmount;
virtual WaveShaperFilterInstance *createInstance();
result setParams(float aAmount);
WaveShaperFilter();
virtual ~WaveShaperFilter();
virtual int getParamCount();
virtual const char* getParamName(unsigned int aParamIndex);
virtual unsigned int getParamType(unsigned int aParamIndex);
virtual float getParamMax(unsigned int aParamIndex);
virtual float getParamMin(unsigned int aParamIndex);
};
}
#endif

@ -0,0 +1,106 @@
/*
SoLoud audio engine
Copyright (c) 2013-2018 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_WAVSTREAM_H
#define SOLOUD_WAVSTREAM_H
#include <stdio.h>
#include "soloud.h"
struct stb_vorbis;
#ifndef dr_flac_h
struct drflac;
#endif
#ifndef dr_mp3_h
struct drmp3;
#endif
#ifndef dr_wav_h
struct drwav;
#endif
namespace SoLoud
{
class WavStream;
class File;
class WavStreamInstance : public AudioSourceInstance
{
WavStream *mParent;
unsigned int mOffset;
File *mFile;
union codec
{
stb_vorbis *mOgg;
drflac *mFlac;
drmp3 *mMp3;
drwav *mWav;
} mCodec;
unsigned int mOggFrameSize;
unsigned int mOggFrameOffset;
float **mOggOutputs;
public:
WavStreamInstance(WavStream *aParent);
virtual unsigned int getAudio(float *aBuffer, unsigned int aSamplesToRead, unsigned int aBufferSize);
virtual result rewind();
virtual bool hasEnded();
virtual ~WavStreamInstance();
};
enum WAVSTREAM_FILETYPE
{
WAVSTREAM_WAV = 0,
WAVSTREAM_OGG = 1,
WAVSTREAM_FLAC = 2,
WAVSTREAM_MP3 = 3
};
class WavStream : public AudioSource
{
result loadwav(File *fp);
result loadogg(File *fp);
result loadflac(File *fp);
result loadmp3(File *fp);
public:
int mFiletype;
char *mFilename;
File *mMemFile;
File *mStreamFile;
unsigned int mSampleCount;
WavStream();
virtual ~WavStream();
result load(const char *aFilename);
result loadMem(const unsigned char *aData, unsigned int aDataLen, bool aCopy = false, bool aTakeOwnership = true);
result loadToMem(const char *aFilename);
result loadFile(File *aFile);
result loadFileToMem(File *aFile);
virtual AudioSourceInstance *createInstance();
time getLength();
public:
result parse(File *aFile);
};
};
#endif
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