mirror of
https://github.com/NoelFB/blah.git
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140 lines
3.8 KiB
C++
140 lines
3.8 KiB
C++
#pragma once
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#include <blah_common.h>
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#include <blah_stream.h>
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#include <blah_filesystem.h>
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namespace Blah
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{
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class Audio;
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class Sound;
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using AudioRef = Ref<Audio>;
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class Audio
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{
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public:
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// Load audio from a .wav file or .ogg file.
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static AudioRef create(const FilePath& path);
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// Load audio from a .ogg Stream.
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static AudioRef create_from_ogg(Stream& stream);
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// Load audio from a .wav Stream.
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static AudioRef create_from_wav(Stream& stream);
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~Audio();
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inline void* get_backend_handle() { return m_ptr; }
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u64 get_sample_count();
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private:
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Audio(void* audio);
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void* m_ptr;
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};
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// Set the global panning control for left/right stereo, from 0.0f (left) to 1.0f (right).
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// 0.5f is the default for playing both speakers equal.
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void set_global_pan(float pan);
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// Set the global volume control for all audio, sounds + music included.
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void set_global_volume(float volume);
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// Set the global pause control for all audio, sounds + music included.
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void set_global_pause(bool true_for_paused);
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// Set the volume control for *just sounds*, not music.
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void set_sound_volume(float volume);
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// Set the volume control for *just music*, not sounds.
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void set_music_volume(float volume);
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namespace Music
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{
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// Play audio track using the music controls.
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// Can optionally fade the volume in over a number of seconds.
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void play(AudioRef audio, float fade_in_time = 0);
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// Stop any music playing.
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// Can optionally fade out the music volume over a number of seconds.
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void stop(float fade_out_time = 0);
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// Sets the volume for music.
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void set_volume(float volume);
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// Turns on or off whether or not to loop music.
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void set_loop(bool true_to_loop);
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// Pauses the music.
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void pause();
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// Resumes the music from a pause.
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void resume();
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// Switches to another audio track.
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// Can optionally fade out over a number of seconds.
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// Then can optinoally fade in the next track over a number of seconds.
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void switch_to(AudioRef audio, float fade_out_time = 0, float fade_in_time = 0);
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// Crossfades from the current music to another track over a number of seconds.
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void crossfade(AudioRef audio, float cross_fade_time = 0);
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// Get the index of the music sample currently playing.
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u64 get_sample_index();
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// Set the index for next sample of music to play.
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// You can use this to manually sync to a specific part in the audio.
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void set_sample_index(u64 sample_index);
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}
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struct SoundParams
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{
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bool paused = false;
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bool looped = false;
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float volume = 1.0f;
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float pan = 0.5f; // 0 means left, 1 means right, 0.5f means balanced.
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float delay = 0; // A number of seconds before playing the sound.
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};
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class Sound
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{
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public:
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// Play a sound, returns a new `Sound` instance.
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// Returns a sound instance. The instance will destroy itself internally when
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// it finishes playing, unless `looped` is set to true.
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// Once destroyed other functions like `set_volume` will be ignored.
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static Sound play(AudioRef audio, SoundParams params = SoundParams());
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// Tells whether or not this sound instance is still alive.
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bool is_active();
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// Returns if this sound instance is alive and paused.
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bool is_paused();
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// Returns if this sound instance is alive and looped.
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bool is_looped();
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// Gets the volume of the sound instance.
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float get_volume();
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// Gets the sample index currently playing.
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u64 get_sample_index();
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// Pauses the sound.
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void set_is_paused(bool true_for_paused);
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// Sets whether or not this sound will continually playing.
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void set_is_looped(bool true_for_looped);
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// Sets the volume for this sound.
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void set_volume(float volume);
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// Sets the sample index for this sound to play next.
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// You can use this to manually sync to a specific part in the audio.
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void set_sample_index(u64 sample_index);
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u64 id = 0;
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};
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}
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