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72 lines
2.0 KiB
72 lines
2.0 KiB
1 year ago
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/*
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SoLoud audio engine
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Copyright (c) 2013-2018 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_QUEUE_H
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#define SOLOUD_QUEUE_H
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#include "soloud.h"
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#define SOLOUD_QUEUE_MAX 32
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namespace SoLoud
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{
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class Queue;
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class QueueInstance : public AudioSourceInstance
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{
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Queue *mParent;
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public:
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QueueInstance(Queue *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 ~QueueInstance();
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};
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class Queue : public AudioSource
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{
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public:
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Queue();
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virtual QueueInstance *createInstance();
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// Play sound through the queue
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result play(AudioSource &aSound);
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// Number of audio sources queued for replay
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unsigned int getQueueCount();
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// Is this audio source currently playing?
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bool isCurrentlyPlaying(AudioSource &aSound);
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// Set params by reading them from an audio source
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result setParamsFromAudioSource(AudioSource &aSound);
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// Set params manually
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result setParams(float aSamplerate, unsigned int aChannels = 2);
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public:
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unsigned int mReadIndex, mWriteIndex, mCount;
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AudioSourceInstance *mSource[SOLOUD_QUEUE_MAX];
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QueueInstance *mInstance;
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handle mQueueHandle;
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void findQueueHandle();
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};
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};
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#endif
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