Deleting the old internal audaspace. Major changes from there are: - The whole library was refactored to use C++11. - Many stability and performance improvements. - Major Python API refactor: - Most requested: Play self generated sounds using numpy arrays. - For games: Sound list, random sounds and dynamic music. - Writing sounds to files. - Sequencing API. - Opening sound devices, eg. Jack. - Ability to choose different OpenAL devices in the user settings.
118 lines
2.9 KiB
C++
118 lines
2.9 KiB
C++
/*******************************************************************************
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* Copyright 2009-2016 Jörg Müller
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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******************************************************************************/
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#pragma once
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#include "Audaspace.h"
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#include <memory>
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AUD_NAMESPACE_BEGIN
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class ReadDevice;
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class IHandle;
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class I3DHandle;
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class SequenceEntry;
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/**
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* Represents a playing sequenced entry.
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*/
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class SequenceHandle
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{
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private:
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/// The entry this handle belongs to.
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std::shared_ptr<SequenceEntry> m_entry;
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/// The handle in the read device.
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std::shared_ptr<IHandle> m_handle;
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/// The 3D handle in the read device.
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std::shared_ptr<I3DHandle> m_3dhandle;
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/// Whether the sound is playable.
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bool m_valid;
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/// The last read status from the entry.
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int m_status;
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/// The last position status from the entry.
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int m_pos_status;
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/// The last sound status from the entry.
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int m_sound_status;
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/// The read device this handle is played on.
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ReadDevice& m_device;
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// delete copy constructor and operator=
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SequenceHandle(const SequenceHandle&) = delete;
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SequenceHandle& operator=(const SequenceHandle&) = delete;
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/**
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* Starts playing back the handle.
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*/
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void start();
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/**
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* Updates the handle state depending on position.
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* \param position Current playback position in seconds.
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* \return Whether the handle is valid.
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*/
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bool updatePosition(float position);
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public:
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/**
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* Creates a new sequenced handle.
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* \param entry The entry this handle plays.
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* \param device The read device to play on.
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*/
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SequenceHandle(std::shared_ptr<SequenceEntry> entry, ReadDevice& device);
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/**
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* Destroys the handle.
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*/
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~SequenceHandle();
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/**
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* Compares whether this handle is playing the same entry as supplied.
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* \param entry The entry to compare to.
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* \return Whether the entries ID is smaller, equal or bigger.
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*/
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int compare(std::shared_ptr<SequenceEntry> entry) const;
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/**
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* Stops playing back the handle.
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*/
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void stop();
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/**
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* Updates the handle for playback.
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* \param position The current time during playback.
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* \param frame The current frame during playback.
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* \param fps The animation frames per second.
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*/
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void update(float position, float frame, float fps);
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/**
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* Seeks the handle to a specific time position.
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* \param position The time to seek to.
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* \return Whether the handle is valid.
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*/
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bool seek(float position);
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};
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AUD_NAMESPACE_END
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