Mercurial > fife-parpg
view engine/core/audio/soundemitter.i @ 84:a19c4ca20d97
Added 'wulax' to the AUTHORS file.
author | wulax@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 18 Jul 2008 21:07:03 +0000 |
parents | 90005975cdbb |
children | 454ed60ad7b2 |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ %module soundemitter %{ #include "audio/soundemitter.h" %} namespace FIFE { enum SoundPositionType { SD_SAMPLE_POS, SD_TIME_POS, SD_BYTE_POS }; class SoundDecoder; class SoundManager; class SoundClipPool; class SoundEmitter { public: SoundEmitter(SoundManager* manager, SoundClipPool* pool, unsigned int uid); ~SoundEmitter(); unsigned int getID(); void setSoundClip(unsigned int sound_id); void reset(bool defaultall = false); void release(); void play(); void pause(); void stop(); void setLooping(bool loop); void setPositioning(bool relative); void setPosition(float x, float y, float z); void setVelocity(float x, float y, float z); void setGain(float gain); float getGain(); bool isStereo(); short getBitResolution(); unsigned long getSampleRate(); void setCursor(SoundPositionType type, float value); float getCursor(SoundPositionType type); }; }