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