153 lines
4.8 KiB
C
153 lines
4.8 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_SOUND_H__
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#define __BKE_SOUND_H__
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/** \file BKE_sound.h
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* \ingroup bke
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* \since March 2001
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* \author nzc
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*/
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#define SOUND_WAVE_SAMPLES_PER_SECOND 250
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#if defined(WITH_AUDASPACE)
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# include <AUD_Device.h>
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#endif
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struct bSound;
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struct Main;
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struct Sequence;
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typedef struct SoundWaveform {
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int length;
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float *data;
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} SoundWaveform;
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void BKE_sound_init_once(void);
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void BKE_sound_exit_once(void);
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void *BKE_sound_get_device(void);
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void BKE_sound_init(struct Main *main);
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void BKE_sound_init_main(struct Main *bmain);
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void BKE_sound_exit(void);
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void BKE_sound_force_device(const char *device);
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struct bSound *BKE_sound_new_file(struct Main *main, const char *filepath);
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struct bSound *BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, bool *r_exists);
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struct bSound *BKE_sound_new_file_exists(struct Main *bmain, const char *filepath);
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// XXX unused currently
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#if 0
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struct bSound *BKE_sound_new_buffer(struct Main *bmain, struct bSound *source);
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struct bSound *BKE_sound_new_limiter(struct Main *bmain, struct bSound *source, float start, float end);
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#endif
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void BKE_sound_cache(struct bSound *sound);
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void BKE_sound_delete_cache(struct bSound *sound);
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void BKE_sound_load(struct Main *main, struct bSound *sound);
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void BKE_sound_free(struct bSound *sound);
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void BKE_sound_copy_data(struct Main *bmain, struct bSound *sound_dst, const struct bSound *sound_src, const int flag);
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void BKE_sound_make_local(struct Main *bmain, struct bSound *sound, const bool lib_local);
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#if defined(WITH_AUDASPACE)
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AUD_Device *BKE_sound_mixdown(struct Scene *scene, AUD_DeviceSpecs specs, int start, float volume);
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#endif
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void BKE_sound_create_scene(struct Scene *scene);
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void BKE_sound_destroy_scene(struct Scene *scene);
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void BKE_sound_reset_scene_specs(struct Scene *scene);
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void BKE_sound_mute_scene(struct Scene *scene, int muted);
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void BKE_sound_update_fps(struct Scene *scene);
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void BKE_sound_update_scene_listener(struct Scene *scene);
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void *BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip);
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void *BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence);
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void *BKE_sound_add_scene_sound(struct Scene *scene, struct Sequence *sequence, int startframe, int endframe, int frameskip);
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void *BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence);
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void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle);
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void BKE_sound_mute_scene_sound(void *handle, char mute);
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void BKE_sound_move_scene_sound(struct Scene *scene, void *handle, int startframe, int endframe, int frameskip);
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void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Sequence *sequence);
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void BKE_sound_update_scene_sound(void *handle, struct bSound *sound);
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void BKE_sound_set_cfra(int cfra);
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void BKE_sound_set_scene_volume(struct Scene *scene, float volume);
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void BKE_sound_set_scene_sound_volume(void *handle, float volume, char animated);
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void BKE_sound_set_scene_sound_pitch(void *handle, float pitch, char animated);
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void BKE_sound_set_scene_sound_pan(void *handle, float pan, char animated);
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void BKE_sound_update_sequencer(struct Main *main, struct bSound *sound);
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void BKE_sound_play_scene(struct Scene *scene);
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void BKE_sound_stop_scene(struct Scene *scene);
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void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene);
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float BKE_sound_sync_scene(struct Scene *scene);
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int BKE_sound_scene_playing(struct Scene *scene);
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void BKE_sound_free_waveform(struct bSound *sound);
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void BKE_sound_read_waveform(struct bSound *sound, short *stop);
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void BKE_sound_update_scene(struct Main *bmain, struct Scene *scene);
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void *BKE_sound_get_factory(void *sound);
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float BKE_sound_get_length(struct bSound *sound);
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char **BKE_sound_get_device_names(void);
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#endif /* __BKE_SOUND_H__ */
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