437 lines
28 KiB
C++
437 lines
28 KiB
C++
// Copyright (C) 2002-2018 Nikolaus Gebhardt
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// This file is part of the "irrKlang" library.
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// For conditions of distribution and use, see copyright notice in irrKlang.h
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#ifndef __I_IRRKLANG_SOUND_ENGINE_H_INCLUDED__
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#define __I_IRRKLANG_SOUND_ENGINE_H_INCLUDED__
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#include "ik_IRefCounted.h"
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#include "ik_vec3d.h"
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#include "ik_ISoundSource.h"
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#include "ik_ISound.h"
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#include "ik_EStreamModes.h"
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#include "ik_IFileFactory.h"
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#include "ik_ISoundMixedOutputReceiver.h"
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namespace irrklang
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{
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class IAudioStreamLoader;
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struct SInternalAudioInterface;
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//! Interface to the sound engine, for playing 3d and 2d sound and music.
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/** This is the main interface of irrKlang. You usually would create this using
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the createIrrKlangDevice() function.
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*/
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class ISoundEngine : public virtual irrklang::IRefCounted
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{
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public:
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//! returns the name of the sound driver, like 'ALSA' for the alsa device
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/** Possible returned strings are "NULL", "ALSA", "CoreAudio", "winMM",
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"DirectSound" and "DirectSound8". */
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virtual const char* getDriverName() = 0;
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//! loads a sound source (if not loaded already) from a file and plays it.
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/** \param sourceFileName Filename of sound, like "sounds/test.wav" or "foobar.ogg".
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\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
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ISound have no effect after such a non looped sound has been stopped automaticly.
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\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
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parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
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modify some of the sound parameters and then call ISound::setPaused(false);
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Note: You need to call ISound::drop() when setting this parameter to true and you don't need the ISound
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object anymore. See 'return' for details.
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\param track Makes it possible to track the sound. Causes the method to return an ISound interface. See 'return' for details.
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\param streamMode Specifies if the file should be streamed or loaded completely into memory for playing.
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ESM_AUTO_DETECT sets this to autodetection. Note: if the sound has been loaded or played before into the
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engine, this parameter has no effect.
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\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
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reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
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Only enable if necessary.
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\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
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'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
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you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
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will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
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'enableSoundEffects' have been set to true, if the sound could not be played.*/
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virtual ISound* play2D(const char* soundFileName,
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bool playLooped = false,
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bool startPaused = false,
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bool track = false,
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E_STREAM_MODE streamMode = ESM_AUTO_DETECT,
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bool enableSoundEffects = false) = 0;
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//! Plays a sound source as 2D sound with its default settings stored in ISoundSource.
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/** An ISoundSource object will be created internally when playing a sound the first time,
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or can be added with getSoundSource().
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\param source The sound source, specifiying sound file source and default settings for this file.
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Use the other ISoundEngine::play2D() overloads if you want to specify a filename string instead of this.
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\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
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ISound have no effect after such a non looped sound has been stopped automaticly.
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\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
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parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
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modify some of the sound parameters and then call ISound::setPaused(false);
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Note: You need to call ISound::drop() when setting this parameter to true and you don't need the ISound
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object anymore. See 'return' for details.
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\param track Makes it possible to track the sound. Causes the method to return an ISound interface. See 'return' for details.
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\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
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reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
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Only enable if necessary.
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\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
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'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
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you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
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will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
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'enableSoundEffects' have been set to true, if the sound could not be played.*/
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virtual ISound* play2D(ISoundSource* source,
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bool playLooped = false,
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bool startPaused = false,
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bool track = false,
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bool enableSoundEffects = false) = 0;
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//! Loads a sound source (if not loaded already) from a file and plays it as 3D sound.
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/** There is some example code on how to work with 3D sound at @ref sound3d.
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\param sourceFileName Filename of sound, like "sounds/test.wav" or "foobar.ogg".
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\param pos Position of the 3D sound.
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\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
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ISound have no effect after such a non looped sound has been stopped automaticly.
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\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
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parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
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modify some of the sound parameters and then call ISound::setPaused(false);
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Note: You need to call ISound::drop() when setting this parameter to true and you don't need the ISound
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object anymore. See 'return' for details.
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\param track Makes it possible to track the sound. Causes the method to return an ISound interface. See 'return' for details.
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\param streamMode Specifies if the file should be streamed or loaded completely into memory for playing.
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ESM_AUTO_DETECT sets this to autodetection. Note: if the sound has been loaded or played before into the
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engine, this parameter has no effect.
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\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
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reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
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Only enable if necessary.
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\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
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'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
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you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
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will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
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'enableSoundEffects' have been set to true, if the sound could not be played.*/
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virtual ISound* play3D(const char* soundFileName, vec3df pos,
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bool playLooped = false,
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bool startPaused = false,
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bool track = false,
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E_STREAM_MODE streamMode = ESM_AUTO_DETECT,
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bool enableSoundEffects = false) = 0;
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//! Plays a sound source as 3D sound with its default settings stored in ISoundSource.
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/** An ISoundSource object will be created internally when playing a sound the first time,
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or can be added with getSoundSource(). There is some example code on how to work with 3D sound @ref sound3d.
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\param source The sound source, specifiying sound file source and default settings for this file.
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Use the other ISoundEngine::play2D() overloads if you want to specify a filename string instead of this.
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\param pos Position of the 3D sound.
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\param playLooped plays the sound in loop mode. If set to 'false', the sound is played once, then stopped and deleted from the internal playing list. Calls to
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ISound have no effect after such a non looped sound has been stopped automaticly.
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\param startPaused starts the sound paused. This implies that track=true. Use this if you want to modify some of the playing
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parameters before the sound actually plays. Usually you would set this parameter to true, then use the ISound interface to
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modify some of the sound parameters and then call ISound::setPaused(false);
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Note: You need to call ISound::drop() when setting this parameter to true and you don't need the ISound
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object anymore. See 'return' for details.
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\param track Makes it possible to track the sound. Causes the method to return an ISound interface. See 'return' for details.
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\param enableSoundEffects Makes it possible to use sound effects such as chorus, distorsions, echo,
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reverb and similar for this sound. Sound effects can then be controlled via ISound::getSoundEffectControl().
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Only enable if necessary.
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\return Only returns a pointer to an ISound if the parameters 'track', 'startPaused' or
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'enableSoundEffects' have been set to true. Note: if this method returns an ISound as result,
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you HAVE to call ISound::drop() after you don't need the ISound interface anymore. Otherwise this
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will cause memory waste. This method also may return 0 altough 'track', 'startPaused' or
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'enableSoundEffects' have been set to true, if the sound could not be played.*/
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virtual ISound* play3D(ISoundSource* source, vec3df pos,
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bool playLooped = false,
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bool startPaused = false,
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bool track = false,
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bool enableSoundEffects = false) = 0;
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//! Stops all currently playing sounds.
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virtual void stopAllSounds() = 0;
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//! Pauses or unpauses all currently playing sounds.
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virtual void setAllSoundsPaused( bool bPaused = true ) = 0;
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//! Gets a sound source by sound name. Adds the sound source as file into the sound engine if not loaded already.
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/** Please note: For performance reasons most ISoundEngine implementations will
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not try to load the sound when calling this method, but only when play() is called
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with this sound source as parameter.
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\param addIfNotFound if 'true' adds the sound source to the list and returns the interface to it
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if it cannot be found in the sound source list. If 'false', returns 0 if the sound
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source is not in the list and does not modify the list. Default value: true.
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\return Returns the sound source or 0 if not available.
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Note: Don't call drop() to this pointer, it will be managed by irrKlang and
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exist as long as you don't delete irrKlang or call removeSoundSource(). However,
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you are free to call grab() if you want and drop() it then later of course. */
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virtual ISoundSource* getSoundSource(const ik_c8* soundName, bool addIfNotFound=true) = 0;
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//! Returns a sound source by index.
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/** \param idx: Index of the loaded sound source, must by smaller than getSoundSourceCount().
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\return Returns the sound source or 0 if not available.
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Note: Don't call drop() to this pointer, it will be managed by irrKlang and
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exist as long as you don't delete irrKlang or call removeSoundSource(). However,
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you are free to call grab() if you want and drop() it then later of course. */
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virtual ISoundSource* getSoundSource(ik_s32 index) = 0;
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//! Returns amount of loaded sound sources.
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virtual ik_s32 getSoundSourceCount() = 0;
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//! Adds sound source into the sound engine as file.
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/** \param fileName Name of the sound file (e.g. "sounds/something.mp3"). You can also use this
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name when calling play3D() or play2D().
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\param mode Streaming mode for this sound source
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\param preload If this flag is set to false (which is default) the sound engine will
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not try to load the sound file when calling this method, but only when play() is called
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with this sound source as parameter. Otherwise the sound will be preloaded.
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\return Returns the pointer to the added sound source or 0 if not sucessful because for
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example a sound already existed with that name. If not successful, the reason will be printed
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into the log. Note: Don't call drop() to this pointer, it will be managed by irrKlang and
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exist as long as you don't delete irrKlang or call removeSoundSource(). However,
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you are free to call grab() if you want and drop() it then later of course. */
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virtual ISoundSource* addSoundSourceFromFile(const ik_c8* fileName, E_STREAM_MODE mode=ESM_AUTO_DETECT,
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bool preload=false) = 0;
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//! Adds a sound source into the sound engine as memory source.
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/** Note: This method only accepts a file (.wav, .ogg, etc) which is totally loaded into memory.
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If you want to add a sound source from decoded plain PCM data in memory, use addSoundSourceFromPCMData() instead.
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\param memory Pointer to the memory to be treated as loaded sound file.
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\param sizeInBytes Size of the memory chunk, in bytes.
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\param soundName Name of the virtual sound file (e.g. "sounds/something.mp3"). You can also use this
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name when calling play3D() or play2D(). Hint: If you include the extension of the original file
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like .ogg, .mp3 or .wav at the end of the filename, irrKlang will be able to decide better what
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file format it is and might be able to start playback faster.
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\param copyMemory If set to true which is default, the memory block is copied
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and stored in the engine, after calling addSoundSourceFromMemory() the memory pointer can be deleted
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savely. If set to false, the memory is not copied and the user takes the responsibility that
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the memory block pointed to remains there as long as the sound engine or at least this sound
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source exists.
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\return Returns the pointer to the added sound source or 0 if not sucessful because for example a sound already
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existed with that name. If not successful, the reason will be printed into the log.
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Note: Don't call drop() to this pointer, it will be managed by irrKlang and exist as long as you don't
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delete irrKlang or call removeSoundSource(). However, you are free to call grab() if you
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want and drop() it then later of course. */
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virtual ISoundSource* addSoundSourceFromMemory(void* memory, ik_s32 sizeInBytes, const ik_c8* soundName,
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bool copyMemory=true) = 0;
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//! Adds a sound source into the sound engine from plain PCM data in memory.
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/** \param memory Pointer to the memory to be treated as loaded sound file.
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\param sizeInBytes Size of the memory chunk, in bytes.
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\param soundName Name of the virtual sound file (e.g. "sounds/something.mp3"). You can also use this
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name when calling play3D() or play2D().
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\param copyMemory If set to true which is default, the memory block is copied
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and stored in the engine, after calling addSoundSourceFromPCMData() the memory pointer can be deleted
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savely. If set to true, the memory is not copied and the user takes the responsibility that
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the memory block pointed to remains there as long as the sound engine or at least this sound
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source exists.
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\return Returns the pointer to the added sound source or 0 if not sucessful because for
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example a sound already existed with that name. If not successful, the reason will be printed
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into the log. */
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virtual ISoundSource* addSoundSourceFromPCMData(void* memory, ik_s32 sizeInBytes,
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const ik_c8* soundName, SAudioStreamFormat format,
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bool copyMemory=true) = 0;
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//! Adds a sound source as alias for an existing sound source, but with a different name or optional different default settings.
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/** This is useful if you want to play multiple sounds but each sound isn't necessarily one single file.
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Also useful if you want to or play the same sound using different names, volumes or min and max 3D distances.
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\param baseSource The sound source where this sound source should be based on. This sound
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source will use the baseSource as base to access the file and similar, but it will have its
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own name and its own default settings.
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\param soundName Name of the new sound source to be added.
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\return Returns the pointer to the added sound source or 0 if not sucessful because for
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example a sound already existed with that name. If not successful, the reason will be printed
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into the log.*/
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virtual ISoundSource* addSoundSourceAlias(ISoundSource* baseSource, const ik_c8* soundName) = 0;
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//! Removes a sound source from the engine, freeing the memory it occupies.
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/** This will also cause all currently playing sounds of this source to be stopped.
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Also note that if the source has been removed successfully, the value returned
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by getSoundSourceCount() will have been decreased by one.
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Removing sound sources is only necessary if you know you won't use a lot of non-streamed
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sounds again. Sound sources of streamed sounds do not cost a lot of memory.*/
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virtual void removeSoundSource(ISoundSource* source) = 0;
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//! Removes a sound source from the engine, freeing the memory it occupies.
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/** This will also cause all currently playing sounds of this source to be stopped.
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Also note that if the source has been removed successfully, the value returned
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by getSoundSourceCount() will have been decreased by one.
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Removing sound sources is only necessary if you know you won't use a lot of non-streamed
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sounds again. Sound sources of streamed sounds do not cost a lot of memory. */
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virtual void removeSoundSource(const ik_c8* name) = 0;
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//! Removes all sound sources from the engine
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/** This will also cause all sounds to be stopped.
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Removing sound sources is only necessary if you know you won't use a lot of non-streamed
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sounds again. Sound sources of streamed sounds do not cost a lot of memory. */
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virtual void removeAllSoundSources() = 0;
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//! Sets master sound volume. This value is multiplied with all sounds played.
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/** \param volume 0 (silent) to 1.0f (full volume) */
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virtual void setSoundVolume(ik_f32 volume) = 0;
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//! Returns master sound volume.
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/* A value between 0.0 and 1.0. Default is 1.0. Can be changed using setSoundVolume(). */
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virtual ik_f32 getSoundVolume() = 0;
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//! Sets the current listener 3d position.
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/** When playing sounds in 3D, updating the position of the listener every frame should be
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done using this function.
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\param pos Position of the camera or listener.
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\param lookdir Direction vector where the camera or listener is looking into. If you have a
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camera position and a target 3d point where it is looking at, this would be cam->getTarget() - cam->getAbsolutePosition().
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\param velPerSecond The velocity per second describes the speed of the listener and
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is only needed for doppler effects.
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\param upvector Vector pointing 'up', so the engine can decide where is left and right.
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This vector is usually (0,1,0).*/
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virtual void setListenerPosition(const vec3df& pos,
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const vec3df& lookdir,
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const vec3df& velPerSecond = vec3df(0,0,0),
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const vec3df& upVector = vec3df(0,1,0)) = 0;
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//! Updates the audio engine. This should be called several times per frame if irrKlang was started in single thread mode.
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/** This updates the 3d positions of the sounds as well as their volumes, effects,
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streams and other stuff. Call this several times per frame (the more the better) if you
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specified irrKlang to run single threaded. Otherwise it is not necessary to use this method.
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This method is being called by the scene manager automaticly if you are using one, so
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you might want to ignore this. */
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virtual void update() = 0;
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//! Returns if a sound with the specified name is currently playing.
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virtual bool isCurrentlyPlaying(const char* soundName) = 0;
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//! Returns if a sound with the specified source is currently playing.
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virtual bool isCurrentlyPlaying(ISoundSource* source) = 0;
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//! Stops all sounds of a specific sound source
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virtual void stopAllSoundsOfSoundSource(ISoundSource* source) = 0;
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//! Registers a new audio stream loader in the sound engine.
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/** Use this to enhance the audio engine to support other or new file formats.
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To do this, implement your own IAudioStreamLoader interface and register it
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with this method */
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virtual void registerAudioStreamLoader(IAudioStreamLoader* loader) = 0;
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//! Returns if irrKlang is running in the same thread as the application or is using multithreading.
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/** This basicly returns the flag set by the user when creating the sound engine.*/
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virtual bool isMultiThreaded() const = 0;
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//! Adds a file factory to the sound engine, making it possible to override file access of the sound engine.
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/** Derive your own class from IFileFactory, overwrite the createFileReader()
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method and return your own implemented IFileReader to overwrite file access of irrKlang. */
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virtual void addFileFactory(IFileFactory* fileFactory) = 0;
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//! Sets the default minimal distance for 3D sounds.
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/** This value influences how loud a sound is heard based on its distance.
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See ISound::setMinDistance() for details about what the min distance is.
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It is also possible to influence this default value for every sound file
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using ISoundSource::setDefaultMinDistance().
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This method only influences the initial distance value of sounds. For changing the
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distance after the sound has been started to play, use ISound::setMinDistance() and ISound::setMaxDistance().
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\param minDistance Default minimal distance for 3d sounds. The default value is 1.0f.*/
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virtual void setDefault3DSoundMinDistance(ik_f32 minDistance) = 0;
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//! Returns the default minimal distance for 3D sounds.
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/** This value influences how loud a sound is heard based on its distance.
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You can change it using setDefault3DSoundMinDistance().
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See ISound::setMinDistance() for details about what the min distance is.
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It is also possible to influence this default value for every sound file
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using ISoundSource::setDefaultMinDistance().
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\return Default minimal distance for 3d sounds. The default value is 1.0f. */
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virtual ik_f32 getDefault3DSoundMinDistance() = 0;
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//! Sets the default maximal distance for 3D sounds.
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/** Changing this value is usually not necessary. Use setDefault3DSoundMinDistance() instead.
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Don't change this value if you don't know what you are doing: This value causes the sound
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to stop attenuating after it reaches the max distance. Most people think that this sets the
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volume of the sound to 0 after this distance, but this is not true. Only change the
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minimal distance (using for example setDefault3DSoundMinDistance()) to influence this.
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See ISound::setMaxDistance() for details about what the max distance is.
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It is also possible to influence this default value for every sound file
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using ISoundSource::setDefaultMaxDistance().
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This method only influences the initial distance value of sounds. For changing the
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distance after the sound has been started to play, use ISound::setMinDistance() and ISound::setMaxDistance().
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\param maxDistance Default maximal distance for 3d sounds. The default value is 1000000000.0f. */
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virtual void setDefault3DSoundMaxDistance(ik_f32 maxDistance) = 0;
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//! Returns the default maximal distance for 3D sounds.
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/** This value influences how loud a sound is heard based on its distance.
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You can change it using setDefault3DSoundmaxDistance(), but
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changing this value is usually not necessary. This value causes the sound
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to stop attenuating after it reaches the max distance. Most people think that this sets the
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volume of the sound to 0 after this distance, but this is not true. Only change the
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minimal distance (using for example setDefault3DSoundMinDistance()) to influence this.
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See ISound::setMaxDistance() for details about what the max distance is.
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It is also possible to influence this default value for every sound file
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using ISoundSource::setDefaultMaxDistance().
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\return Default maximal distance for 3d sounds. The default value is 1000000000.0f. */
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virtual ik_f32 getDefault3DSoundMaxDistance() = 0;
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//! Sets a rolloff factor which influences the amount of attenuation that is applied to 3D sounds.
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/** The rolloff factor can range from 0.0 to 10.0, where 0 is no rolloff. 1.0 is the default
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rolloff factor set, the value which we also experience in the real world. A value of 2 would mean
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twice the real-world rolloff. */
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virtual void setRolloffFactor(ik_f32 rolloff) = 0;
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//! Sets parameters affecting the doppler effect.
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/** \param dopplerFactor is a value between 0 and 10 which multiplies the doppler
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|
effect. Default value is 1.0, which is the real world doppler effect, and 10.0f
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|
would be ten times the real world doppler effect.
|
|
\param distanceFactor is the number of meters in a vector unit. The default value
|
|
is 1.0. Doppler effects are calculated in meters per second, with this parameter,
|
|
this can be changed, all velocities and positions are influenced by this. If
|
|
the measurement should be in foot instead of meters, set this value to 0.3048f
|
|
for example.*/
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virtual void setDopplerEffectParameters(ik_f32 dopplerFactor=1.0f, ik_f32 distanceFactor=1.0f) = 0;
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//! Loads irrKlang plugins from a custom path.
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/** Plugins usually are .dll, .so or .dylib
|
|
files named for example ikpMP3.dll (= short for irrKlangPluginMP3) which
|
|
make it possible to play back mp3 files. Plugins are being
|
|
loaded from the current working directory at startup of the sound engine
|
|
if the parameter ESEO_LOAD_PLUGINS is set (which it is by default), but
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|
using this method, it is possible to load plugins from a custom path in addition.
|
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\param path Path to the plugin directory, like "C:\games\somegamegame\irrklangplugins".
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\return returns true if sucessful or fals if not, for example because the path could
|
|
not be found. */
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virtual bool loadPlugins(const ik_c8* path) = 0;
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//! Returns a pointer to internal sound engine pointers, like the DirectSound interface.
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|
/** Use this with caution. This is only exposed to make it possible for other libraries
|
|
such as Video playback packages to extend or use the sound driver irrklang uses. */
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virtual const SInternalAudioInterface& getInternalAudioInterface() = 0;
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//! Sets the OutputMixedDataReceiver, so you can receive the pure mixed output audio data while it is being played.
|
|
/** This can be used to store the sound output as .wav file or for creating a Oscillograph or similar.
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|
This works only with software based audio drivers, that is ESOD_WIN_MM, ESOD_ALSA, and ESOD_CORE_AUDIO.
|
|
Returns true if sucessful and fals if the current audio driver doesn't support this feature. Set this to null
|
|
again once you don't need it anymore. */
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|
virtual bool setMixedDataOutputReceiver(ISoundMixedOutputReceiver* receiver) = 0;
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|
};
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//! structure for returning pointers to the internal audio interface.
|
|
/** Use ISoundEngine::getInternalAudioInterface() to get this. */
|
|
struct SInternalAudioInterface
|
|
{
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|
//! IDirectSound interface, this is not null when using the ESOD_DIRECT_SOUND audio driver
|
|
void* pIDirectSound;
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//! IDirectSound8 interface, this is not null when using the ESOD_DIRECT_SOUND8 audio driver
|
|
void* pIDirectSound8;
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//! HWaveout interface, this is not null when using the ESOD_WIN_MM audio driver
|
|
void* pWinMM_HWaveOut;
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//! ALSA PCM Handle interface, this is not null when using the ESOD_ALSA audio driver
|
|
void* pALSA_SND_PCM;
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//! AudioDeviceID handle, this is not null when using the ESOD_CORE_AUDIO audio driver
|
|
ik_u32 pCoreAudioDeciceID;
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|
};
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} // end namespace irrklang
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#endif
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