virtualx-engine/scene/resources/audio_stream.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

83 lines
3.2 KiB
C++

/*************************************************************************/
/* audio_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AUDIO_STREAM_H
#define AUDIO_STREAM_H
#include "resource.h"
#include "servers/audio_server.h"
class AudioStreamPlayback : public Reference {
OBJ_TYPE( AudioStreamPlayback, Reference );
protected:
static void _bind_methods();
public:
virtual void play(float p_from_pos=0)=0;
virtual void stop()=0;
virtual bool is_playing() const=0;
virtual void set_loop(bool p_enable)=0;
virtual bool has_loop() const=0;
virtual void set_loop_restart_time(float p_time)=0;
virtual int get_loop_count() const=0;
virtual float get_pos() const=0;
virtual void seek_pos(float p_time)=0;
virtual int mix(int16_t* p_bufer,int p_frames)=0;
virtual float get_length() const=0;
virtual String get_stream_name() const=0;
virtual int get_channels() const=0;
virtual int get_mix_rate() const=0;
virtual int get_minimum_buffer_size() const=0;
};
class AudioStream : public Resource {
OBJ_TYPE( AudioStream, Resource );
OBJ_SAVE_TYPE( AudioStream ); //children are all saved as AudioStream, so they can be exchanged
protected:
static void _bind_methods();
public:
virtual Ref<AudioStreamPlayback> instance_playback()=0;
};
#endif // AUDIO_STREAM_H