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+/*
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+Copyright (c) 2013 Daniele Bartolini, Michele Rossi
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+Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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+
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+Permission is hereby granted, free of charge, to any person
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+obtaining a copy of this software and associated documentation
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+files (the "Software"), to deal in the Software without
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+restriction, including without limitation the rights to use,
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+copy, modify, merge, publish, distribute, sublicense, and/or sell
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+copies of the Software, and to permit persons to whom the
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+Software is furnished to do so, subject to the following
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+conditions:
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+
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+The above copyright notice and this permission notice shall be
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+included in all copies or substantial portions of the Software.
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+
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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+OTHER DEALINGS IN THE SOFTWARE.
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+*/
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+
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+#pragma once
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+
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+#include "IdTable.h"
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+#include "SoundResource.h"
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+
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+namespace crown
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+{
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+
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+class Vec3;
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+
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+typedef Id SoundId;
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+typedef Id SoundBufferId;
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+typedef Id SoundSourceId;
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+
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+class AudioRenderer
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+{
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+public:
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+
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+ static AudioRenderer* create(Allocator& a);
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+ static void destroy(Allocator& a, AudioRenderer* renderer);
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+
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+ virtual void init() = 0;
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+ virtual void shutdown() = 0;
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+
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+ /// Sets listener parameters. @a position affects audibility of sounds,
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+ /// @a velocity affects doppler shift and @a orientation affects how a sound could be heard
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+ virtual void set_listener(const Vec3& pos, const Vec3& vel, const Vec3& or_up, const Vec3& or_at) const =0;
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+
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+ /// Creates buffer's @a data, with a specific @a size, which contains sound raw data.
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+ /// More parameters must be specified, such as @a sample_rate, that is the number of sample per unit of time
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+ /// taken from a continuous signal to make a discrete signal, @a channels which specifies if sound is mono or stereo and @ bxs
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+ /// (bits per sample) which specifies the magnitude of samples information.
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+ /// N.B: stereo sound can not be attenuated
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+ virtual SoundBufferId create_buffer(const void* data, const uint32_t size, const uint32_t sample_rate, const uint32_t channels, const uint32_t bxs) =0;
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+ /// Destroys buffer
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+ virtual void destroy_buffer(SoundBufferId id) =0;
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+
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+ /// Creates source of sound at the given @position in 3D space
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+ /// @a velocity affects doppler shift and @a direction affects how a sound could be heard
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+ virtual SoundSourceId create_source(const Vec3& pos, const Vec3& vel, const Vec3& dir, const bool loop) =0;
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+ /// Plays a sound, specified by @a id, previously created
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+ virtual void play_source(SoundSourceId id) =0;
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+ /// Pauses a sound, specified by @a id, previously created
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+ virtual void pause_source(SoundSourceId id) =0;
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+ /// Destroys a sound, specified by @a id, previously created
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+ virtual void destroy_source(SoundSourceId id) =0;
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+ /// Binds a buffer to source
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+ virtual void bind_buffer(SoundSourceId sid, SoundBufferId bid) =0;
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+ /// Sets source's @a min_distance. From @a min_distance to @a max_distance, sound
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+ /// scales from full volume to silence
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+ virtual void set_source_min_distance(SoundSourceId id, const float min_distance) =0;
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+ /// Sets source's @a max_distance. From @a min_distance to @a max_distance, sound
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+ /// scales from full volume to silence
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+ virtual void set_source_max_distance(SoundSourceId id, const float max_distance) =0;
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+ /// Sets source's @a position. It affects sound audibility
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+ virtual void set_source_position(SoundSourceId id, const Vec3& pos) =0;
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+ /// Sets source's @a velocity. It affects doppler shift
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+ virtual void set_source_velocity(SoundSourceId id, const Vec3& vel) =0;
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+ /// Sets source's @a direction. It affects how a sound could be heard
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+ virtual void set_source_direction(SoundSourceId id, const Vec3& dir) =0;
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+ /// Sets source's @a pitch.
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+ virtual void set_source_pitch(SoundSourceId id, const float pitch) =0;
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+ /// Sets source's @a gain, that is measure sound's amplification
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+ virtual void set_source_gain(SoundSourceId id, const float gain) =0;
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+ /// Sets source's @a rolloff factor. Greater it is, greater sound's attenuation is
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+ virtual void set_source_rolloff(SoundSourceId id, const float rolloff) =0;
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+ /// Is source #@a id playing?
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+ virtual bool source_playing(SoundSourceId id) =0;
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+};
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+
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+} // namespace crown
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