Add Chromium-only Blender WebEngine parity work

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mes123456
2026-08-12 04:47:48 -04:00
commit 9fd26010f6
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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file AnimateableProperty.h
* @ingroup sequence
* Defines the AnimateableProperty class as well as existing property types.
*/
#include "util/Buffer.h"
#include "util/ILockable.h"
#include <mutex>
#include <list>
AUD_NAMESPACE_BEGIN
/// Possible animatable properties for Sequencer Factories and Entries.
enum AnimateablePropertyType
{
AP_VOLUME,
AP_PANNING,
AP_PITCH,
AP_LOCATION,
AP_ORIENTATION,
AP_TIME_STRETCH,
AP_PITCH_SCALE
};
/**
* This class saves animation data for float properties.
*/
class AUD_API AnimateableProperty : private Buffer
{
private:
struct Unknown {
int start;
int end;
Unknown(int start, int end) :
start(start), end(end) {}
};
/// The count of floats for a single property.
const int m_count;
/// Whether the property is animated or not.
bool m_isAnimated;
/// The mutex for locking.
std::recursive_mutex m_mutex;
/// The list of unknown buffer areas.
std::list<Unknown> m_unknown;
// delete copy constructor and operator=
AnimateableProperty(const AnimateableProperty&) = delete;
AnimateableProperty& operator=(const AnimateableProperty&) = delete;
void AUD_LOCAL updateUnknownCache(int start, int end);
void AUD_LOCAL updateUnknownAfterWrite(int pos, int position, int count);
public:
/**
* Creates a new animateable property.
* \param count The count of floats for a single property.
*/
AnimateableProperty(int count = 1);
/**
* Creates a new animateable property.
* \param count The count of floats for a single property.
* \param value The value that the property should get initialized with.
* All count floats will be initialized to the same value.
*/
AnimateableProperty(int count, float value);
/**
* Destroys the animateable property.
*/
~AnimateableProperty();
/**
* Returns the count of floats for a single property.
* \return The count of floats stored per frame.
*/
int getCount() const;
/**
* Writes the properties value and marks it non-animated.
* \param data The new value.
*/
void write(const float* data);
/**
* Writes the properties value and marks it animated.
* \param data The new value.
* \param position The position in the animation in frames.
* \param count The count of frames to write.
*/
void write(const float* data, int position, int count);
/**
* Fills the properties frame range with constant value and marks it animated.
* \param data The new value.
* \param position_start The start position in the animation in frames.
* \param position_end The end position in the animation in frames.
*/
void writeConstantRange(const float* data, int position_start, int position_end);
/**
* Reads the properties value.
* \param position The position in the animation in frames.
* \param[out] out Where to write the value to.
*/
void read(float position, float* out);
/**
* Reads the property's value at the specified position, assuming there is exactly one value.
* \param position The position in the animation in frames.
* \return The value at the position.
*/
float readSingle(float position);
/**
* Returns whether the property is animated.
* \return Whether the property is animated.
*/
bool isAnimated() const;
/**
* Returns this object cast as a Buffer.
*/
const Buffer& getBuffer();
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file Double.h
* @ingroup sequence
* The Double class.
*/
#include "ISound.h"
AUD_NAMESPACE_BEGIN
/**
* This sound plays two other factories behind each other.
*/
class AUD_API Double : public ISound
{
private:
/**
* First played sound.
*/
std::shared_ptr<ISound> m_sound1;
/**
* Second played sound.
*/
std::shared_ptr<ISound> m_sound2;
// delete copy constructor and operator=
Double(const Double&) = delete;
Double& operator=(const Double&) = delete;
public:
/**
* Creates a new double sound.
* \param sound1 The first input sound.
* \param sound2 The second input sound.
*/
Double(std::shared_ptr<ISound> sound1, std::shared_ptr<ISound> sound2);
virtual std::shared_ptr<IReader> createReader();
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file DoubleReader.h
* @ingroup sequence
* The DoubleReader class.
*/
#include "IReader.h"
#include <memory>
AUD_NAMESPACE_BEGIN
/**
* This reader plays two readers sequently.
*/
class AUD_API DoubleReader : public IReader
{
private:
/**
* The first reader.
*/
std::shared_ptr<IReader> m_reader1;
/**
* The second reader.
*/
std::shared_ptr<IReader> m_reader2;
/**
* Whether we've reached the end of the first reader.
*/
bool m_finished1;
// delete copy constructor and operator=
DoubleReader(const DoubleReader&) = delete;
DoubleReader& operator=(const DoubleReader&) = delete;
public:
/**
* Creates a new double reader.
* \param reader1 The first reader to read from.
* \param reader2 The second reader to read from.
*/
DoubleReader(std::shared_ptr<IReader> reader1, std::shared_ptr<IReader> reader2);
/**
* Destroys the reader.
*/
virtual ~DoubleReader();
virtual bool isSeekable() const;
virtual void seek(int position);
virtual int getLength() const;
virtual int getPosition() const;
virtual Specs getSpecs() const;
virtual void read(int& length, bool& eos, sample_t* buffer);
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file PingPong.h
* @ingroup sequence
* The PingPong class.
*/
#include "fx/Effect.h"
AUD_NAMESPACE_BEGIN
/**
* This sound plays another sound first normal, then reversed.
* \note Readers from the underlying sound must be reversable with seeking.
*/
class AUD_API PingPong : public Effect
{
private:
// delete copy constructor and operator=
PingPong(const PingPong&) = delete;
PingPong& operator=(const PingPong&) = delete;
public:
/**
* Creates a new ping pong sound.
* \param sound The input sound.
*/
PingPong(std::shared_ptr<ISound> sound);
virtual std::shared_ptr<IReader> createReader();
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file Sequence.h
* @ingroup sequence
* The Sequence class.
*/
#include "ISound.h"
#include "respec/Specification.h"
#include "devices/I3DDevice.h"
#include "sequence/AnimateableProperty.h"
#include <list>
AUD_NAMESPACE_BEGIN
class SequenceEntry;
class SequenceData;
/**
* This sound represents sequenced entries to play a sound scene.
*/
class AUD_API Sequence : public ISound
{
friend class SequenceReader;
private:
/// The sequence.
std::shared_ptr<SequenceData> m_sequence;
// delete copy constructor and operator=
Sequence(const Sequence&) = delete;
Sequence& operator=(const Sequence&) = delete;
public:
/**
* Creates a new sound scene.
* \param specs The output audio data specification.
* \param fps The FPS of the scene.
* \param muted Whether the whole scene is muted.
*/
Sequence(Specs specs, float fps, bool muted);
/**
* Retrieves the audio output specification.
* \return The specification.
*/
Specs getSpecs();
/**
* Sets the audio output specification.
* \param specs The new specification.
*/
void setSpecs(Specs specs);
/**
* Retrieves the scene's FPS.
* \return The scene's FPS.
*/
float getFPS() const;
/**
* Sets the scene's FPS.
* \param fps The new FPS.
*/
void setFPS(float fps);
/**
* Sets the muting state of the scene.
* \param muted Whether the scene is muted.
*/
void mute(bool muted);
/**
* Retrieves the muting state of the scene.
* \return Whether the scene is muted.
*/
bool isMuted() const;
/**
* Retrieves the speed of sound.
* This value is needed for doppler effect calculation.
* \return The speed of sound.
*/
float getSpeedOfSound() const;
/**
* Sets the speed of sound.
* This value is needed for doppler effect calculation.
* \param speed The new speed of sound.
*/
void setSpeedOfSound(float speed);
/**
* Retrieves the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \return The doppler factor.
*/
float getDopplerFactor() const;
/**
* Sets the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \param factor The new doppler factor.
*/
void setDopplerFactor(float factor);
/**
* Retrieves the distance model.
* \return The distance model.
*/
DistanceModel getDistanceModel() const;
/**
* Sets the distance model.
* \param model distance model.
*/
void setDistanceModel(DistanceModel model);
/**
* Retrieves one of the animated properties of the sound.
* \param type Which animated property to retrieve.
* \return A pointer to the animated property, valid as long as the
* sound is.
*/
AnimateableProperty* getAnimProperty(AnimateablePropertyType type);
/**
* Adds a new entry to the scene.
* \param sound The sound this entry should play.
* \param begin The start time.
* \param end The end time or a negative value if determined by the sound.
* \param skip How much seconds should be skipped at the beginning.
* \return The entry added.
*/
std::shared_ptr<SequenceEntry> add(std::shared_ptr<ISound> sound, double begin, double end, double skip);
/**
* Removes an entry from the scene.
* \param entry The entry to remove.
*/
void remove(std::shared_ptr<SequenceEntry> entry);
/**
* Creates a new reader with indicated resampling quality.
* \param quality The resampling quality.
* \return The new reader.
*/
std::shared_ptr<IReader> createQualityReader(ResampleQuality quality);
virtual std::shared_ptr<IReader> createReader();
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file SequenceData.h
* @ingroup sequence
* The SequenceData class.
*/
#include "respec/Specification.h"
#include "sequence/AnimateableProperty.h"
#include "devices/I3DDevice.h"
#include "util/ILockable.h"
#include <list>
#include <memory>
#include <mutex>
AUD_NAMESPACE_BEGIN
class SequenceEntry;
class ISound;
/**
* This class represents sequenced entries to play a sound scene.
*/
class AUD_API SequenceData : public ILockable
{
friend class SequenceReader;
private:
/// The target specification.
Specs m_specs;
/// The status of the sequence. Changes every time a non-animated parameter changes.
int m_status;
/// The entry status. Changes every time an entry is removed or added.
int m_entry_status;
/// The next unused ID for the entries.
int m_id;
/// The sequenced entries.
std::list<std::shared_ptr<SequenceEntry> > m_entries;
/// Whether the whole scene is muted.
bool m_muted;
/// The FPS of the scene.
float m_fps;
/// Speed of Sound.
float m_speed_of_sound;
/// Doppler factor.
float m_doppler_factor;
/// Distance model.
DistanceModel m_distance_model;
/// The animated volume.
AnimateableProperty m_volume;
/// The animated listener location.
AnimateableProperty m_location;
/// The animated listener orientation.
AnimateableProperty m_orientation;
/// The mutex for locking.
std::recursive_mutex m_mutex;
// delete copy constructor and operator=
SequenceData(const SequenceData&) = delete;
SequenceData& operator=(const SequenceData&) = delete;
public:
/**
* Creates a new sound scene.
* \param specs The output audio data specification.
* \param fps The FPS of the scene.
* \param muted Whether the whole scene is muted.
*/
SequenceData(Specs specs, float fps, bool muted);
virtual ~SequenceData();
/**
* Locks the sequence.
*/
virtual void lock();
/**
* Unlocks the previously locked sequence.
*/
virtual void unlock();
/**
* Retrieves the audio output specification.
* \return The specification.
*/
Specs getSpecs();
/**
* Sets the audio output specification.
* \param specs The new specification.
*/
void setSpecs(Specs specs);
/**
* Retrieves the scene's FPS.
* \return The scene's FPS.
*/
float getFPS() const;
/**
* Sets the scene's FPS.
* \param fps The new FPS.
*/
void setFPS(float fps);
/**
* Sets the muting state of the scene.
* \param muted Whether the scene is muted.
*/
void mute(bool muted);
/**
* Retrieves the muting state of the scene.
* \return Whether the scene is muted.
*/
bool isMuted() const;
/**
* Retrieves the speed of sound.
* This value is needed for doppler effect calculation.
* \return The speed of sound.
*/
float getSpeedOfSound() const;
/**
* Sets the speed of sound.
* This value is needed for doppler effect calculation.
* \param speed The new speed of sound.
*/
void setSpeedOfSound(float speed);
/**
* Retrieves the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \return The doppler factor.
*/
float getDopplerFactor() const;
/**
* Sets the doppler factor.
* This value is a scaling factor for the velocity vectors of sources and
* listener which is used while calculating the doppler effect.
* \param factor The new doppler factor.
*/
void setDopplerFactor(float factor);
/**
* Retrieves the distance model.
* \return The distance model.
*/
DistanceModel getDistanceModel() const;
/**
* Sets the distance model.
* \param model distance model.
*/
void setDistanceModel(DistanceModel model);
/**
* Retrieves one of the animated properties of the sequence.
* \param type Which animated property to retrieve.
* \return A pointer to the animated property, valid as long as the
* sequence is.
*/
AnimateableProperty* getAnimProperty(AnimateablePropertyType type);
/**
* Adds a new entry to the scene.
* \param sound The sound this entry should play.
* \param sequence_data Reference to sequence_data. Mainly needed to get the FPS of the scene.
* \param begin The start time.
* \param end The end time or a negative value if determined by the sound.
* \param skip How much seconds should be skipped at the beginning.
* \return The entry added.
*/
std::shared_ptr<SequenceEntry> add(std::shared_ptr<ISound> sound, std::shared_ptr<SequenceData> sequence_data, double begin, double end, double skip);
/**
* Removes an entry from the scene.
* \param entry The entry to remove.
*/
void remove(std::shared_ptr<SequenceEntry> entry);
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file SequenceEntry.h
* @ingroup sequence
* The SequenceEntry class.
*/
#include "sequence/AnimateableProperty.h"
#include "sequence/SequenceData.h"
#include "util/ILockable.h"
#include <mutex>
#include <memory>
AUD_NAMESPACE_BEGIN
class ISound;
/**
* This class represents a sequenced entry in a sequencer sound.
*/
class AUD_API SequenceEntry : public ILockable
{
friend class SequenceHandle;
private:
/// The status of the entry. Changes every time a non-animated parameter changes.
int m_status;
/// The positional status of the entry. Changes every time the entry is moved.
int m_pos_status;
/// The sound status, changed when the sound is changed.
int m_sound_status;
/// The unique (regarding the sound) ID of the entry.
int m_id;
/// The sound this entry plays.
std::shared_ptr<ISound> m_sound;
/// The begin time.
double m_begin;
/// The end time.
double m_end;
/// How many seconds are skipped at the beginning.
double m_skip;
/// reference to sequence_data. Mainly needed to get the FPS of the scene.
std::shared_ptr<SequenceData> m_sequence_data;
/// Whether the entry is muted.
bool m_muted;
/// Whether the position to the listener is relative or absolute
bool m_relative;
/// Maximum volume.
float m_volume_max;
/// Minimum volume.
float m_volume_min;
/// Maximum distance.
float m_distance_max;
/// Reference distance;
float m_distance_reference;
/// Attenuation
float m_attenuation;
/// Cone outer angle.
float m_cone_angle_outer;
/// Cone inner angle.
float m_cone_angle_inner;
/// Cone outer volume.
float m_cone_volume_outer;
/// The mutex for locking.
std::recursive_mutex m_mutex;
/// The animated volume.
AnimateableProperty m_volume;
/// The animated panning.
AnimateableProperty m_panning;
/// The animated pitch.
AnimateableProperty m_pitch;
/// The animated location.
AnimateableProperty m_location;
/// The animated orientation.
AnimateableProperty m_orientation;
// delete copy constructor and operator=
SequenceEntry(const SequenceEntry&) = delete;
SequenceEntry& operator=(const SequenceEntry&) = delete;
public:
/**
* Creates a new sequenced entry.
* \param sound The sound this entry should play.
* \param begin The start time.
* \param end The end time or a negative value if determined by the sound.
* \param skip How much seconds should be skipped at the beginning.
* \param sequence_data Reference to sequence_data. Mainly needed to get the FPS of the scene.
* \param id The ID of the entry.
*/
SequenceEntry(std::shared_ptr<ISound> sound, double begin, double end, double skip, std::shared_ptr<SequenceData> sequence_data, int id);
virtual ~SequenceEntry();
/**
* Locks the entry.
*/
virtual void lock();
/**
* Unlocks the previously locked entry.
*/
virtual void unlock();
/**
* Retrieves the sound of the entry.
* \return The sound.
*/
std::shared_ptr<ISound> getSound();
/**
* Sets the sound of the entry.
* \param sound The new sound.
*/
void setSound(std::shared_ptr<ISound> sound);
/**
* Moves the entry.
* \param begin The new start time.
* \param end The new end time or a negative value if unknown.
* \param skip How many seconds to skip at the beginning.
*/
void move(double begin, double end, double skip);
/**
* Retrieves the muting state of the entry.
* \return Whether the entry should is muted or not.
*/
bool isMuted();
/**
* Sets the muting state of the entry.
* \param mute Whether the entry should be muted or not.
*/
void mute(bool mute);
/**
* Retrieves the ID of the entry.
* \return The ID of the entry.
*/
int getID() const;
/**
* Retrieves one of the animated properties of the entry.
* \param type Which animated property to retrieve.
* \return A pointer to the animated property, valid as long as the
* entry is.
*/
AnimateableProperty* getAnimProperty(AnimateablePropertyType type);
/**
* Checks whether the source location, velocity and orientation are relative
* to the listener.
* \return Whether the source is relative.
*/
bool isRelative();
/**
* Sets whether the source location, velocity and orientation are relative
* to the listener.
* \param relative Whether the source is relative.
* \return Whether the action succeeded.
*/
void setRelative(bool relative);
/**
* Retrieves the maximum volume of a source.
* \return The maximum volume.
*/
float getVolumeMaximum();
/**
* Sets the maximum volume of a source.
* \param volume The new maximum volume.
* \return Whether the action succeeded.
*/
void setVolumeMaximum(float volume);
/**
* Retrieves the minimum volume of a source.
* \return The minimum volume.
*/
float getVolumeMinimum();
/**
* Sets the minimum volume of a source.
* \param volume The new minimum volume.
* \return Whether the action succeeded.
*/
void setVolumeMinimum(float volume);
/**
* Retrieves the maximum distance of a source.
* If a source is further away from the reader than this distance, the
* volume will automatically be set to 0.
* \return The maximum distance.
*/
float getDistanceMaximum();
/**
* Sets the maximum distance of a source.
* If a source is further away from the reader than this distance, the
* volume will automatically be set to 0.
* \param distance The new maximum distance.
* \return Whether the action succeeded.
*/
void setDistanceMaximum(float distance);
/**
* Retrieves the reference distance of a source.
* \return The reference distance.
*/
float getDistanceReference();
/**
* Sets the reference distance of a source.
* \param distance The new reference distance.
* \return Whether the action succeeded.
*/
void setDistanceReference(float distance);
/**
* Retrieves the attenuation of a source.
* \return The attenuation.
*/
float getAttenuation();
/**
* Sets the attenuation of a source.
* This value is used for distance calculation.
* \param factor The new attenuation.
* \return Whether the action succeeded.
*/
void setAttenuation(float factor);
/**
* Retrieves the outer angle of the cone of a source.
* \return The outer angle of the cone.
*/
float getConeAngleOuter();
/**
* Sets the outer angle of the cone of a source.
* \param angle The new outer angle of the cone.
* \return Whether the action succeeded.
*/
void setConeAngleOuter(float angle);
/**
* Retrieves the inner angle of the cone of a source.
* \return The inner angle of the cone.
*/
float getConeAngleInner();
/**
* Sets the inner angle of the cone of a source.
* \param angle The new inner angle of the cone.
* \return Whether the action succeeded.
*/
void setConeAngleInner(float angle);
/**
* Retrieves the outer volume of the cone of a source.
* The volume between inner and outer angle is interpolated between inner
* volume and this value.
* \return The outer volume of the cone.
*/
float getConeVolumeOuter();
/**
* Sets the outer volume of the cone of a source.
* The volume between inner and outer angle is interpolated between inner
* volume and this value.
* \param volume The new outer volume of the cone.
* \return Whether the action succeeded.
*/
void setConeVolumeOuter(float volume);
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file SequenceReader.h
* @ingroup sequence
* The SequenceReader class.
*/
#include "IReader.h"
#include "devices/ReadDevice.h"
AUD_NAMESPACE_BEGIN
class SequenceHandle;
class SequenceData;
/**
* This reader plays back sequenced entries.
*/
class AUD_API SequenceReader : public IReader
{
private:
/**
* The current position.
*/
int m_position;
/**
* The read device used to mix the sounds correctly.
*/
ReadDevice m_device;
/**
* Saves the sequence the reader belongs to.
*/
std::shared_ptr<SequenceData> m_sequence;
/**
* The list of playback handles for the entries.
*/
std::list<std::shared_ptr<SequenceHandle> > m_handles;
/**
* Last status read from the sequence.
*/
int m_status;
/**
* Last entry status read from the sequence.
*/
int m_entry_status;
// delete copy constructor and operator=
SequenceReader(const SequenceReader&) = delete;
SequenceReader& operator=(const SequenceReader&) = delete;
public:
/**
* Creates a resampling reader.
* \param sequence The sequence data.
* \param quality Resampling quality vs performance option.
*/
SequenceReader(std::shared_ptr<SequenceData> sequence, ResampleQuality quality = ResampleQuality::FASTEST);
/**
* Destroys the reader.
*/
~SequenceReader();
virtual bool isSeekable() const;
virtual void seek(int position);
virtual int getLength() const;
virtual int getPosition() const;
virtual Specs getSpecs() const;
virtual void read(int& length, bool& eos, sample_t* buffer);
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file Superpose.h
* @ingroup sequence
* The Superpose class.
*/
#include "ISound.h"
AUD_NAMESPACE_BEGIN
/**
* This sound mixes two other factories, playing them the same time.
* \note Readers from the underlying factories must have the same sample rate
* and channel count.
*/
class AUD_API Superpose : public ISound
{
private:
/**
* First played sound.
*/
std::shared_ptr<ISound> m_sound1;
/**
* Second played sound.
*/
std::shared_ptr<ISound> m_sound2;
// delete copy constructor and operator=
Superpose(const Superpose&) = delete;
Superpose& operator=(const Superpose&) = delete;
public:
/**
* Creates a new superpose sound.
* \param sound1 The first input sound.
* \param sound2 The second input sound.
*/
Superpose(std::shared_ptr<ISound> sound1, std::shared_ptr<ISound> sound2);
virtual std::shared_ptr<IReader> createReader();
};
AUD_NAMESPACE_END

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/*******************************************************************************
* Copyright 2009-2016 Jörg Müller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
#pragma once
/**
* @file SuperposeReader.h
* @ingroup sequence
* The SuperposeReader class.
*/
#include "IReader.h"
#include "util/Buffer.h"
#include <memory>
AUD_NAMESPACE_BEGIN
/**
* This reader plays two readers with the same specs in parallel.
*/
class AUD_API SuperposeReader : public IReader
{
private:
/**
* The first reader.
*/
std::shared_ptr<IReader> m_reader1;
/**
* The second reader.
*/
std::shared_ptr<IReader> m_reader2;
/**
* Buffer used for mixing.
*/
Buffer m_buffer;
// delete copy constructor and operator=
SuperposeReader(const SuperposeReader&) = delete;
SuperposeReader& operator=(const SuperposeReader&) = delete;
public:
/**
* Creates a new superpose reader.
* \param reader1 The first reader to read from.
* \param reader2 The second reader to read from.
* \exception Exception Thrown if the specs from the readers differ.
*/
SuperposeReader(std::shared_ptr<IReader> reader1, std::shared_ptr<IReader> reader2);
/**
* Destroys the reader.
*/
virtual ~SuperposeReader();
virtual bool isSeekable() const;
virtual void seek(int position);
virtual int getLength() const;
virtual int getPosition() const;
virtual Specs getSpecs() const;
virtual void read(int& length, bool& eos, sample_t* buffer);
};
AUD_NAMESPACE_END