Mercurial > fife-parpg
view engine/core/audio/soundemitter.i @ 548:f45e3e2995e0
* Corrected the h,w calculation for zooming in layercache.cpp.
* Fixed the bug, that x,y camera position result in an screen offset. fixes[ticket:462]
Note: chewie was right, the ExactModellCoordinate object for camera creating is useless(always 0,0,0). I'm believe that we can remove it from the camera constructor but that would mean an api change.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 11 Jun 2010 21:10:40 +0000 |
parents | e584b0b8b4a2 |
children | 58c0bbeeeb35 |
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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() const; void setSoundClip(unsigned int sound_id); void reset(bool defaultall = false); void release(); void play(); void pause(); void stop(); void setLooping(bool loop); void setRolloff(float rolloff); 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(); unsigned long getDecodedLength(); unsigned long getDuration(); void setCursor(SoundPositionType type, float value); float getCursor(SoundPositionType type); }; }