//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- /* ===== IMPORTANT ===== This is sample code demonstrating API, technology or techniques in development. Although this sample code has been reviewed for technical accuracy, it is not final. Apple is supplying this information to help you plan for the adoption of the technologies and programming interfaces described herein. This information is subject to change, and software implemented based on this sample code should be tested with final operating system software and final documentation. Newer versions of this sample code may be provided with future seeds of the API or technology. For information about updates to this and other developer documentation, view the New & Updated sidebars in subsequent documentation seeds. ===================== File: SoundEngine.h Abstract: This C API is a sound engine intended for games and applications that want to do more than casual UI sounds playback e.g. background music track, multiple sound effects, stereo panning... while ensuring low-latency response at the same time. Version: 1.1 Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple") in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software. In consideration of your agreement to abide by the following terms, and subject to these terms, Apple grants you a personal, non-exclusive license, under Apple's copyrights in this original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the Apple Software, with or without modifications, in source and/or binary forms; provided that if you redistribute the Apple Software in its entirety and without modifications, you must retain this notice and the following text and disclaimers in all such redistributions of the Apple Software. Neither the name, trademarks, service marks or logos of Apple Inc. may be used to endorse or promote products derived from the Apple Software without specific prior written permission from Apple. Except as expressly stated in this notice, no other rights or licenses, express or implied, are granted by Apple herein, including but not limited to any patent rights that may be infringed by your derivative works or by other works in which the Apple Software may be incorporated. The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Copyright (C) 2008 Apple Inc. All Rights Reserved. */ /*============================================================================= ===================== SoundEngine.h =============================================================================== ===================*/ #ifndef SOUND_ENGINE_H #define SOUND_ENGINE_H extern"C" { namespace SoundEngine { #include #include #include //============================================================================= ===================== //Sound Engine //============================================================================= ===================== /*! @enum SoundEngine error codes @abstract These are the error codes returned from the SoundEngine API. @constant kSoundEngineErrUnitialized The SoundEngine has not been initialized. Use SoundEngine_Initialize(). @constant kSoundEngineErrInvalidID The specified EffectID was not found. This can occur if the effect has not been loaded, or if an unloaded is trying to be accessed. @constant kSoundEngineErrFileNotFound The specified file was not found. @constant kSoundEngineErrInvalidFileFormat The format of the file is invalid. Effect data must be little-endian 8 or 16 bit LPCM. @constant kSoundEngineErrDeviceNotFound The output device was not found. */ enum { kSoundEngineErrUnitialized = 1, kSoundEngineErrInvalidID = 2, kSoundEngineErrFileNotFound = 3, kSoundEngineErrInvalidFileFormat = 4, kSoundEngineErrDeviceNotFound = 5 }; /*! @function SoundEngine_Initialize @abstract Initializes and sets up the sound engine. Calling after a previous initialize will reset the state of the SoundEngine, with all previous effects and music tracks erased. Note: This is not required, loading an effect or background track will initialize as necessary. @param inMixerOutputRate & nbsp; A Float32 that represents the output sample rate of the mixer unit. Setting this to 0 will use the default rate (the sample rate of the device) @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_Initialize(Float32 inMixerOutputRate); /*! @function SoundEngine_Teardown @abstract Tearsdown the sound engine. @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_Teardown(); /*! @function SoundEngine_SetMasterVolume @abstract Sets the overall volume of all sounds coming from the process @param inValue & nbsp; A Float32 that represents the level. The range is between 0.0 and 1.0 (inclusive). @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_SetMasterVolume(Float32 inValue); /*! @function SoundEngine_SetListenerPosition @abstract Sets the position of the listener in the 3D space @param inX & nbsp; A Float32 that represents the listener's position along the X axis. @param inY & nbsp; A Float32 that represents the listener's position along the Y axis. @param inZ & nbsp; A Float32 that represents the listener's position along the Z axis. @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_SetListenerPosition(Float32 inX, Float32 inY, Float32 inZ); /*! @function SoundEngine_SetListenerGain @abstract Sets the gain of the listener. Must be >= 0.0 @param inValue & nbsp; A Float32 that represents the listener's gain @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_SetListenerGain(Float32 inValue); /*! @function SoundEngine_LoadBackgroundMusicTrack @abstract Tells the background music player which file to play @param inPath & nbsp; The absolute path to the file to play. @param inAddToQueue & nbsp; If true, file will be added to the current background music queue. If false, queue will be cleared and only loop the specified file. @param inLoadAtOnce & nbsp; If true, file will be loaded completely into memory. If false, data will be streamed from the file as needed. For games without large memory pressure and/or small background music files, this can save memory access and improve power efficiency @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_LoadBackgroundMusicTrack(const char* inPath, Boolean inAddToQueue, Boolean inLoadAtOnce); /*! @function SoundEngine_UnloadBackgroundMusicTrack @abstract Tells the background music player to release all resources and stop playing. @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_UnloadBackgroundMusicTrack(); /*! @function SoundEngine_StartBackgroundMusic @abstract Tells the background music player to start playing. @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_StartBackgroundMusic(); /*! @function SoundEngine_StopBackgroundMusic @abstract Tells the background music player to stop playing. @param inAddToQueue & nbsp; If true, playback will stop when all tracks have completed. If false, playback will stop immediately. @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_StopBackgroundMusic(Boolean inStopAtEnd); /*! @function SoundEngine_SetBackgroundMusicVolume @abstract Sets the volume for the background music player @param inValue & nbsp; A Float32 that represents the level. The range is between 0.0 and 1.0 (inclusive). @result A OSStatus indicating success or failure. */ OSStatus SoundEngine_SetBackgroundMusicVolume(Float32 inValue); //-Mat for loading caf files, this creates a soundeffect and sets outEffectID to it's alGenBuffer ID bool LoadSoundFile(const char *inFilePath, UInt32 *outEffectID); } } #endif //SOUND_ENGINE_H