Changed internal naming convention (local variables now start with a lower case character)
Removed the AudioResource class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
7cc00085d8
commit
45b150648d
245 changed files with 7865 additions and 8065 deletions
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@ -1,67 +0,0 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_AUDIORESOURCE_HPP
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#define SFML_AUDIORESOURCE_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Abstract base class for every class that owns a
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/// device-dependant resource -- allow them to initialize / shutdown
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/// even when the audio context is not created
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////////////////////////////////////////////////////////////
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class SFML_API AudioResource
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{
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protected :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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AudioResource();
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////////////////////////////////////////////////////////////
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/// Copy constructor
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///
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////////////////////////////////////////////////////////////
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AudioResource(const AudioResource&);
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~AudioResource();
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};
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} // namespace sf
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#endif // SFML_AUDIORESOURCE_HPP
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@ -47,10 +47,10 @@ public :
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/// Change the global volume of all the sounds.
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/// The default volume is 100
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///
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/// \param Volume : New global volume, in the range [0, 100]
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/// \param volume : New global volume, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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static void SetGlobalVolume(float Volume);
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static void SetGlobalVolume(float volume);
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////////////////////////////////////////////////////////////
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/// Get the current value of the global volume of all the sounds
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@ -64,19 +64,19 @@ public :
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/// Change the position of the listener (take 3 values).
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/// The default position is (0, 0, 0)
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///
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/// \param X, Y, Z : Position of the listener in the world
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/// \param x, y, z : Position of the listener in the world
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///
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////////////////////////////////////////////////////////////
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static void SetPosition(float X, float Y, float Z);
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static void SetPosition(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Change the position of the listener (take a 3D vector).
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/// The default position is (0, 0, 0)
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///
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/// \param Position : Position of the listener in the world
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/// \param position : Position of the listener in the world
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///
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////////////////////////////////////////////////////////////
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static void SetPosition(const Vector3f& Position);
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static void SetPosition(const Vector3f& position);
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////////////////////////////////////////////////////////////
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/// Get the current position of the listener
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/// he must look at) (take 3 values).
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/// The default target is (0, 0, -1)
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///
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/// \param X, Y, Z : Position of the point the listener must look at
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/// \param x, y, z : Position of the point the listener must look at
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///
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////////////////////////////////////////////////////////////
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static void SetTarget(float X, float Y, float Z);
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static void SetTarget(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Change the orientation of the listener (the point
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/// he must look at) (take a 3D vector).
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/// The default target is (0, 0, -1)
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///
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/// \param Target : Position of the point the listener must look at
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/// \param target : Position of the point the listener must look at
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///
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////////////////////////////////////////////////////////////
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static void SetTarget(const Vector3f& Target);
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static void SetTarget(const Vector3f& target);
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////////////////////////////////////////////////////////////
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/// Get the current orientation of the listener (the point
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////////////////////////////////////////////////////////////
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/// Construct the music with a buffer size
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///
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/// \param BufferSize : Size of the internal buffer, expressed in number of samples
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/// \param bufferSize : Size of the internal buffer, expressed in number of samples
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/// (ie. size taken by the music in memory) (44100 by default)
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///
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////////////////////////////////////////////////////////////
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Music(std::size_t BufferSize = 44100);
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Music(std::size_t bufferSize = 44100);
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////////////////////////////////////////////////////////////
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/// Destructor
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////////////////////////////////////////////////////////////
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/// Open a music file (doesn't play it -- call Play() for that)
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///
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/// \param Filename : Path of the music file to open
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/// \param filename : Path of the music file to open
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///
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/// \return True if loading has been successful
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///
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////////////////////////////////////////////////////////////
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bool OpenFromFile(const std::string& Filename);
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bool OpenFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// Open a music file from memory (doesn't play it -- call Play() for that)
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///
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/// \param Data : Pointer to the file data in memory
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/// \param SizeInBytes : Size of the data to load, in bytes
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/// \param data : Pointer to the file data in memory
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/// \param sizeInBytes : Size of the data to load, in bytes
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///
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/// \return True if loading has been successful
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///
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////////////////////////////////////////////////////////////
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bool OpenFromMemory(const char* Data, std::size_t SizeInBytes);
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bool OpenFromMemory(const char* data, std::size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// Get the music duration
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/// /see SoundStream::OnGetData
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///
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////////////////////////////////////////////////////////////
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virtual bool OnGetData(Chunk& Data);
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virtual bool OnGetData(Chunk& data);
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////////////////////////////////////////////////////////////
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/// /see SoundStream::OnSeek
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///
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////////////////////////////////////////////////////////////
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virtual void OnSeek(float TimeOffset);
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virtual void OnSeek(float timeOffset);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/Resource.hpp>
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#include <SFML/System/Vector3.hpp>
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#include <SFML/Audio/AudioResource.hpp>
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#include <cstdlib>
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/// Sound defines the properties of a sound such as position,
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/// volume, pitch, etc.
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////////////////////////////////////////////////////////////
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class SFML_API Sound : public AudioResource
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class SFML_API Sound
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{
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public :
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////////////////////////////////////////////////////////////
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/// Construct the sound from its parameters
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///
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/// \param Buffer : Sound buffer to play (NULL by default)
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/// \param Loop : Loop flag (false by default)
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/// \param Pitch : Value of the pitch (1 by default)
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/// \param Volume : Volume (100 by default)
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/// \param Position : Position (0, 0, 0 by default)
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/// \param buffer : Sound buffer to play (NULL by default)
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/// \param loop : Loop flag (false by default)
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/// \param pitch : Value of the pitch (1 by default)
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/// \param volume : Volume (100 by default)
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/// \param position : Position (0, 0, 0 by default)
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///
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////////////////////////////////////////////////////////////
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Sound(const SoundBuffer& Buffer, bool Loop = false, float Pitch = 1.f, float Volume = 100.f, const Vector3f& Position = Vector3f(0, 0, 0));
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Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0));
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////////////////////////////////////////////////////////////
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/// Copy constructor
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///
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/// \param Copy : Instance to copy
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/// \param copy : Instance to copy
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///
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////////////////////////////////////////////////////////////
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Sound(const Sound& Copy);
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Sound(const Sound& copy);
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////////////////////////////////////////////////////////////
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/// Destructor
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////////////////////////////////////////////////////////////
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/// Set the source buffer
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///
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/// \param Buffer : New sound buffer to bind to the sound
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/// \param buffer : New sound buffer to bind to the sound
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///
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////////////////////////////////////////////////////////////
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void SetBuffer(const SoundBuffer& Buffer);
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void SetBuffer(const SoundBuffer& buffer);
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////////////////////////////////////////////////////////////
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/// Set the sound loop state.
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/// This parameter is disabled by default
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///
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/// \param Loop : True to play in loop, false to play once
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/// \param loop : True to play in loop, false to play once
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///
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////////////////////////////////////////////////////////////
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void SetLoop(bool Loop);
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void SetLoop(bool loop);
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////////////////////////////////////////////////////////////
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/// Set the sound pitch.
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/// The default pitch is 1
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///
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/// \param Pitch : New pitch
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/// \param pitch : New pitch
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///
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////////////////////////////////////////////////////////////
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void SetPitch(float Pitch);
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void SetPitch(float pitch);
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////////////////////////////////////////////////////////////
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/// Set the sound volume.
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/// The default volume is 100
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///
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/// \param Volume : Volume (in range [0, 100])
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/// \param volume : Volume (in range [0, 100])
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///
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////////////////////////////////////////////////////////////
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void SetVolume(float Volume);
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void SetVolume(float volume);
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////////////////////////////////////////////////////////////
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/// Set the sound position (take 3 values).
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/// The default position is (0, 0, 0)
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///
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/// \param X, Y, Z : Position of the sound in the world
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/// \param x, y, z : Position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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void SetPosition(float X, float Y, float Z);
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void SetPosition(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Set the sound position (take a 3D vector).
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/// The default position is (0, 0, 0)
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///
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/// \param Position : Position of the sound in the world
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/// \param position : Position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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void SetPosition(const Vector3f& Position);
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void SetPosition(const Vector3f& position);
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////////////////////////////////////////////////////////////
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/// Make the sound's position relative to the listener's
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/// position, or absolute.
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/// The default value is false (absolute)
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///
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/// \param Relative : True to set the position relative, false to set it absolute
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/// \param relative : True to set the position relative, false to set it absolute
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///
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////////////////////////////////////////////////////////////
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void SetRelativeToListener(bool Relative);
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void SetRelativeToListener(bool relative);
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////////////////////////////////////////////////////////////
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/// Set the minimum distance - closer than this distance,
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/// the listener will hear the sound at its maximum volume.
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/// The default minimum distance is 1.0
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///
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/// \param MinDistance : New minimum distance for the sound
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/// \param distance : New minimum distance for the sound
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///
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////////////////////////////////////////////////////////////
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void SetMinDistance(float MinDistance);
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void SetMinDistance(float distance);
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////////////////////////////////////////////////////////////
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/// Set the attenuation factor - the higher the attenuation, the
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/// more the sound will be attenuated with distance from listener.
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/// The default attenuation factor 1.0
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///
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/// \param Attenuation : New attenuation factor for the sound
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/// \param attenuation : New attenuation factor for the sound
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///
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////////////////////////////////////////////////////////////
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void SetAttenuation(float Attenuation);
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void SetAttenuation(float attenuation);
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////////////////////////////////////////////////////////////
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/// Set the current playing position of the sound
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///
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/// \param TimeOffset : New playing position, expressed in seconds
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/// \param timeOffset : New playing position, expressed in seconds
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///
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////////////////////////////////////////////////////////////
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void SetPlayingOffset(float TimeOffset);
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void SetPlayingOffset(float timeOffset);
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////////////////////////////////////////////////////////////
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/// Get the source buffer
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/// \return Reference to the sound
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///
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////////////////////////////////////////////////////////////
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Sound& operator =(const Sound& Other);
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Sound& operator =(const Sound& other);
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private :
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/Resource.hpp>
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#include <SFML/Audio/AudioResource.hpp>
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#include <string>
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#include <vector>
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/// SoundBuffer is the low-level for loading and manipulating
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/// sound buffers
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////////////////////////////////////////////////////////////
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class SFML_API SoundBuffer : public AudioResource, public Resource<SoundBuffer>
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class SFML_API SoundBuffer : public Resource<SoundBuffer>
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{
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public :
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////////////////////////////////////////////////////////////
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/// Copy constructor
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///
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/// \param Copy : Instance to copy
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/// \param copy : Instance to copy
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///
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////////////////////////////////////////////////////////////
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SoundBuffer(const SoundBuffer& Copy);
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SoundBuffer(const SoundBuffer& copy);
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////////////////////////////////////////////////////////////
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/// Destructor
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////////////////////////////////////////////////////////////
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/// Load the sound buffer from a file
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///
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/// \param Filename : Path of the sound file to load
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/// \param filename : Path of the sound file to load
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///
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/// \return True if loading has been successful
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///
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////////////////////////////////////////////////////////////
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bool LoadFromFile(const std::string& Filename);
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bool LoadFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// Load the sound buffer from a file in memory
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///
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/// \param Data : Pointer to the file data in memory
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/// \param SizeInBytes : Size of the data to load, in bytes
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/// \param data : Pointer to the file data in memory
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/// \param sizeInBytes : Size of the data to load, in bytes
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///
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||||
/// \return True if loading has been successful
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||||
///
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||||
////////////////////////////////////////////////////////////
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bool LoadFromMemory(const char* Data, std::size_t SizeInBytes);
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bool LoadFromMemory(const char* data, std::size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// Load the sound buffer from an array of samples - assumed format for
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/// samples is 16 bits signed integer
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///
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/// \param Samples : Pointer to the samples in memory
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/// \param SamplesCount : Number of samples pointed by Samples
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/// \param ChannelsCount : Number of channels (1 = mono, 2 = stereo, ...)
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/// \param SampleRate : Frequency (number of samples to play per second)
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||||
/// \param samples : Pointer to the samples in memory
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/// \param samplesCount : Number of samples pointed by Samples
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/// \param channelsCount : Number of channels (1 = mono, 2 = stereo, ...)
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/// \param sampleRate : Frequency (number of samples to play per second)
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///
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/// \return True if loading has been successful
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||||
///
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////////////////////////////////////////////////////////////
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bool LoadFromSamples(const Int16* Samples, std::size_t SamplesCount, unsigned int ChannelsCount, unsigned int SampleRate);
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bool LoadFromSamples(const Int16* samples, std::size_t samplesCount, unsigned int channelsCount, unsigned int sampleRate);
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////////////////////////////////////////////////////////////
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/// Save the sound buffer to a file
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///
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/// \param Filename : Path of the sound file to write
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/// \param filename : Path of the sound file to write
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||||
///
|
||||
/// \return True if saving has been successful
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||||
///
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||||
////////////////////////////////////////////////////////////
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||||
bool SaveToFile(const std::string& Filename) const;
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||||
bool SaveToFile(const std::string& filename) const;
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||||
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||||
////////////////////////////////////////////////////////////
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/// Return the sound samples
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////////////////////////////////////////////////////////////
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/// Assignment operator
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||||
///
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||||
/// \param Other : Instance to assign
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||||
/// \param other : Instance to assign
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||||
///
|
||||
/// \return Reference to the sound buffer
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||||
///
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||||
////////////////////////////////////////////////////////////
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||||
SoundBuffer& operator =(const SoundBuffer& Other);
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SoundBuffer& operator =(const SoundBuffer& other);
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private :
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////////////////////////////////////////////////////////////
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/// Update the internal buffer with the audio samples
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///
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/// \param ChannelsCount : Number of channels
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||||
/// \param SampleRate : Sample rate
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||||
/// \param channelsCount : Number of channels
|
||||
/// \param sampleRate : Sample rate
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||||
///
|
||||
/// \return True on success
|
||||
///
|
||||
////////////////////////////////////////////////////////////
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||||
bool Update(unsigned int ChannelsCount, unsigned int SampleRate);
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||||
bool Update(unsigned int channelsCount, unsigned int sampleRate);
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||||
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||||
////////////////////////////////////////////////////////////
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||||
// Member data
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||||
|
|
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@ -63,7 +63,7 @@ private :
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/// /see SoundBuffer::OnProcessSamples
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||||
///
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||||
////////////////////////////////////////////////////////////
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||||
virtual bool OnProcessSamples(const Int16* Samples, std::size_t SamplesCount);
|
||||
virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount);
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||||
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||||
////////////////////////////////////////////////////////////
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||||
/// /see SoundBuffer::OnStop
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@ -52,11 +52,11 @@ public :
|
|||
/// Start the capture.
|
||||
/// Warning : only one capture can happen at the same time
|
||||
///
|
||||
/// \param SampleRate : Sound frequency (the more samples, the higher the quality)
|
||||
/// \param sampleRate : Sound frequency (the more samples, the higher the quality)
|
||||
/// (44100 by default = CD quality)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Start(unsigned int SampleRate = 44100);
|
||||
void Start(unsigned int sampleRate = 44100);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Stop the capture
|
||||
|
@ -102,13 +102,13 @@ private :
|
|||
////////////////////////////////////////////////////////////
|
||||
/// Process a new chunk of recorded samples
|
||||
///
|
||||
/// \param Samples : Pointer to the new chunk of recorded samples
|
||||
/// \param SamplesCount : Number of samples pointed by Samples
|
||||
/// \param samples : Pointer to the new chunk of recorded samples
|
||||
/// \param samplesCount : Number of samples pointed by Samples
|
||||
///
|
||||
/// \return False to stop recording audio data, true to continue
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool OnProcessSamples(const Int16* Samples, std::size_t SamplesCount) = 0;
|
||||
virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Stop recording audio data
|
||||
|
|
|
@ -117,10 +117,10 @@ public :
|
|||
////////////////////////////////////////////////////////////
|
||||
/// Set the current playing position of the stream
|
||||
///
|
||||
/// \param TimeOffset : New playing position, expressed in seconds
|
||||
/// \param timeOffset : New playing position, expressed in seconds
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetPlayingOffset(float TimeOffset);
|
||||
void SetPlayingOffset(float timeOffset);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the current playing position of the stream
|
||||
|
@ -134,10 +134,10 @@ public :
|
|||
/// Set the stream loop state.
|
||||
/// This parameter is disabled by default
|
||||
///
|
||||
/// \param Loop : True to play in loop, false to play once
|
||||
/// \param loop : True to play in loop, false to play once
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetLoop(bool Loop);
|
||||
void SetLoop(bool loop);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Tell whether or not the stream is looping
|
||||
|
@ -158,11 +158,11 @@ protected :
|
|||
////////////////////////////////////////////////////////////
|
||||
/// Set the audio stream parameters, you must call it before Play()
|
||||
///
|
||||
/// \param ChannelsCount : Number of channels
|
||||
/// \param SampleRate : Sample rate
|
||||
/// \param channelsCount : Number of channels
|
||||
/// \param sampleRate : Sample rate
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Initialize(unsigned int ChannelsCount, unsigned int SampleRate);
|
||||
void Initialize(unsigned int channelsCount, unsigned int sampleRate);
|
||||
|
||||
private :
|
||||
|
||||
|
@ -175,31 +175,31 @@ private :
|
|||
////////////////////////////////////////////////////////////
|
||||
/// Called each time new audio data is needed to feed the stream
|
||||
///
|
||||
/// \param Data : New chunk of data to stream
|
||||
/// \param data : New chunk of data to stream
|
||||
///
|
||||
/// \return True to continue playback, false to stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool OnGetData(Chunk& Data) = 0;
|
||||
virtual bool OnGetData(Chunk& data) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Called to move the current reading position
|
||||
///
|
||||
/// \param TimeOffset : New read position, expressed in seconds
|
||||
/// \param timeOffset : New read position, expressed in seconds
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void OnSeek(float TimeOffset) = 0;
|
||||
virtual void OnSeek(float timeOffset) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Fill a new buffer with audio data, and push it to the
|
||||
/// playing queue
|
||||
///
|
||||
/// \param Buffer : Buffer to fill
|
||||
/// \param buffer : Buffer to fill
|
||||
///
|
||||
/// \return True if the derived class has requested to stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool FillAndPushBuffer(unsigned int Buffer);
|
||||
bool FillAndPushBuffer(unsigned int buffer);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Fill the buffers queue with all available buffers
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue