virtualx-engine/scene/resources/audio_stream.h
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +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