A 3d fps game made in OpenGL
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Symmetry/include/common/soloud/soloud_wav.h

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/*
SoLoud audio engine
Copyright (c) 2013-2015 Jari Komppa
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SOLOUD_WAV_H
#define SOLOUD_WAV_H
#include "soloud.h"
struct stb_vorbis;
namespace SoLoud
{
class Wav;
class File;
class WavInstance : public AudioSourceInstance
{
Wav *mParent;
unsigned int mOffset;
public:
WavInstance(Wav *aParent);
virtual void getAudio(float *aBuffer, unsigned int aSamples);
virtual result rewind();
virtual bool hasEnded();
};
class Wav : public AudioSource
{
result loadwav(File *aReader);
result loadogg(File *aReader);
result testAndLoadFile(File *aReader);
public:
float *mData;
unsigned int mSampleCount;
Wav();
virtual ~Wav();
result load(const char *aFilename);
result loadMem(unsigned char *aMem, unsigned int aLength, bool aCopy = false, bool aTakeOwnership = true);
result loadFile(File *aFile);
virtual AudioSourceInstance *createInstance();
time getLength();
};
};
#endif