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SoundEngine.h
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/***********************************************************************
Copyright (C) 2011 by Zach Gage
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.
This is based on code from:
http://stormyprods.com/SoundEngine
and apple:
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
==================================================================================================*/
#if !defined(__SoundEngine_h__)
#define __SoundEngine_h__
//==================================================================================================
// Includes
//==================================================================================================
// System Includes
#include <CoreAudio/CoreAudioTypes.h>
#include <AudioToolbox/AudioToolbox.h>
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#if defined(__cplusplus)
extern "C"
{
#endif
//==================================================================================================
// 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,
kSoundEngineErrNoSourcesAvailable = 6,
};
/*!
@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
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
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
A Float32 that represents the listener's position along the X axis.
@param inY
A Float32 that represents the listener's position along the Y axis.
@param inZ
A Float32 that represents the listener's position along the Z axis.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_SetListenerVelocity(Float32 inX, Float32 inY, Float32 inZ);
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
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
The absolute path to the file to play.
@param inAddToQueue
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
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
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);
void SoundEngine_SetBackgroundMusicLooping(Boolean loop);
/*!
@function SoundEngine_SetBackgroundMusicVolume
@abstract Sets the volume for the background music player
@param inValue
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);
void SoundEngine_ClearSources();
/*!
@function SoundEngine_LoadEffect
@abstract Loads a sound effect from a file and return an ID to refer to that effect.
@param inPath
The absolute path to the file to load.
@param outEffectID
A UInt32 ID that refers to the effect.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_LoadEffect(const char* inPath, UInt32* outEffectID);
/*!
@function SoundEngine_UnloadEffect
@abstract Releases all resources associated with the given effect ID
@param inEffectID
The ID of the effect to unload.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_UnloadEffect(UInt32 inEffectID);
/*!
@function SoundEngine_StartEffect
@abstract Binds the sound effect buffer to a source
@param inEffectID
The ID of the effect to prime.
@param outSourceID
A ALuint ID that refers to the OpenAL source.
@result The index of the primed effect in the map for unpriming later
*/
int SoundEngine_PrimeEffect(UInt32 inEffectID, ALuint *outSourceID);
void SoundEngine_SetEffectPosition(ALuint sourceID, float position);
float SoundEngine_GetEffectPosition(ALuint sourceID);
unsigned long SoundEngine_GetEffectLength(ALint _id);
/*!
@function SoundEngine_Update
@abstract Checks to see if the sound as finished playing. if it has, releases the source
@param sourceID
The ID of the effect to check.
@param mSource
the id of the buffer that has been used.
@result weather the sound is finished and the buffer has been released
*/
bool SoundEngine_Update(ALuint sourceID, int mSource);
/*!
@function SoundEngine_StartEffect
@abstract Starts playback of a source
@param sourceID
The ID of the source to start.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_StartEffect(ALuint sourceID);
OSStatus SoundEngine_PauseEffect(ALuint sourceID);
/*!
@function SoundEngine_StopEffect
@abstract Stops playback of a source
@param sourceID
The ID of the source to stop.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_StopEffect(ALuint sourceID);
/*!
@function SoundEngine_Vibrate
@abstract Tells the device to vibrate
*/
#if TARGET_OS_IPHONE
#define SoundEngine_Vibrate() AudioServicesPlaySystemSound(kSystemSoundID_Vibrate)
#endif
/*!
@function SoundEngine_SetEffectPitch
@abstract Applies pitch shifting to an effect
@param sourceID
The ID of the source to adjust.
@param inValue
A Float32 that represents the pitch scalar, with 1.0 being unchanged. Must
be greater than 0.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_SetEffectPitch(ALuint sourceID, Float32 inValue);
/*!
@function SoundEngine_SetEffectVolume
@abstract Sets the volume for an effect
@param sourceID
The ID of the source to adjust.
@param inValue
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_SetEffectLevel(ALuint sourceID, Float32 inValue);
/*!
@function SoundEngine_SetEffectLocation
@abstract Tells the engine whether a given effect should loop when played or if it should
play through just once and stop.
@param sourceID
The ID of the source to adjust.
@param inX
A Float32 that represents the effect's position along the X axis. Maximum distance
is 100000.0 (absolute, not per axis), reference distance (distance from which gain
begins to attenuate) is 1.0
@param inY
A Float32 that represents the effect's position along the Y axis. Maximum distance
is 100000.0 (absolute, not per axis), reference distance (distance from which gain
begins to attenuate) is 1.0
@param inZ
A Float32 that represents the effect's position along the Z axis. Maximum distance
is 100000.0 by default (absolute, not per axis), reference distance (distance from
which gain begins to attenuate) is 1.0
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_SetEffectLocation(ALuint sourceID, Float32 inX, Float32 inY, Float32 inZ);
/*!
@function SoundEngine_SetEffectsVolume
@abstract Sets the overall volume for the effects
@param inValue
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_SetEffectsVolume(Float32 inValue);
/*!
@function SoundEngine_SetMaxDistance
@abstract Sets the maximum distance for effect attenuation. Gain will attenuate between the
reference distance and the maximum distance, after which gain will be 0.0
@param inValue
A Float32 that represents the level. Must be greater than 0.0.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_SetMaxDistance(Float32 inValue);
UInt64 SoundEngine_getBackgroundMusicLength();
bool SoundEngine_getBackgroundMusicStopped();
void SoundEngine_setBackgroundMusicPosition(UInt64 pos);
OSStatus SoundEngine_SetLooping(bool looping, ALint _id);
/*!
@function SoundEngine_SetReferenceDistance
@abstract Sets the distance at which effect gain attenuation begins. It will attenuate between
the reference distance and the maximum distance. Sounds closer than the reference
distance will have no attenuation applied
@param inValue
A Float32 that represents the level. Must be greater than 0.0.
@result A OSStatus indicating success or failure.
*/
OSStatus SoundEngine_SetReferenceDistance(Float32 inValue);
#if defined(__cplusplus)
}
#endif
#endif