/* 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