Add Chromium-only Blender WebEngine parity work
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274
blender-5.2.0/source/blender/blenkernel/BKE_sound.hh
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274
blender-5.2.0/source/blender/blenkernel/BKE_sound.hh
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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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* SPDX-FileCopyrightText: 2025 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include <string>
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#include "BKE_sound_types.hh"
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#include "BLI_vector.hh"
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#if defined(WITH_AUDASPACE)
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# include <file/IWriter.h>
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#endif
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#define SOUND_WAVE_SAMPLES_PER_SECOND 250
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namespace blender {
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struct Depsgraph;
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struct Main;
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struct ReportList;
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struct Scene;
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struct Strip;
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struct bSound;
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void BKE_sound_init_once();
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void BKE_sound_exit_once();
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void BKE_sound_init(Main *bmain);
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void BKE_sound_refresh_callback_bmain(Main *bmain);
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void BKE_sound_force_device(const char *device);
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/**
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* Looks up an existing sound by `(filepath, stream_index)`.
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* Returns it if found, otherwise, creates a new one.
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*/
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bSound *BKE_sound_new_file_exists(Main *bmain, const char *filepath, short stream_index = 0);
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bSound *BKE_sound_new_file(Main *bmain, const char *filepath, short stream_index = 0);
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void BKE_sound_load(Main *bmain, bSound *sound);
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/**
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* High-level pack function.
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*
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* Packs sound data from its filepath.
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* Does nothing if sound is already packed.
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*/
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void BKE_sound_packfile_ensure(Main *bmain, bSound *sound, ReportList *reports);
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/** Matches AUD_Channels. */
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enum eSoundChannels {
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SOUND_CHANNELS_INVALID = 0,
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SOUND_CHANNELS_MONO = 1,
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SOUND_CHANNELS_STEREO = 2,
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SOUND_CHANNELS_STEREO_LFE = 3,
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SOUND_CHANNELS_SURROUND4 = 4,
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SOUND_CHANNELS_SURROUND5 = 5,
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SOUND_CHANNELS_SURROUND51 = 6,
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SOUND_CHANNELS_SURROUND61 = 7,
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SOUND_CHANNELS_SURROUND71 = 8,
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};
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struct SoundInfo {
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struct {
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eSoundChannels channels;
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int samplerate;
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} specs;
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float length;
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};
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struct SoundStreamInfo {
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double duration;
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double start;
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};
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/**
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* Get information about given sound.
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*
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* \return true on success, false if sound can not be loaded or if the codes is not supported.
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*/
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bool BKE_sound_info_get(Main *main, bSound *sound, SoundInfo *sound_info);
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/**
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* Get information about given sound.
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*
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* \return on success, false if sound can not be loaded or if the codes is not supported.
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*/
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bool BKE_sound_stream_info_get(Main *main,
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const char *filepath,
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int stream,
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SoundStreamInfo *sound_info);
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/**
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* Returns the number of audio streams in the given file.
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* Returns 0 if the file cannot be opened.
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*/
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int BKE_sound_stream_count(Main *main, const char *filepath);
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#if defined(WITH_AUDASPACE)
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AUD_Device BKE_sound_mixdown(const Scene *scene,
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const aud::DeviceSpecs &specs,
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int start,
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float volume);
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#endif
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void BKE_sound_create_scene(Scene *scene);
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void BKE_sound_ensure_scene(Scene *scene);
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void BKE_sound_destroy_scene(Scene *scene);
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void BKE_sound_lock();
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void BKE_sound_unlock();
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void BKE_sound_reset_scene_specs(Scene *scene);
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void BKE_sound_mute_scene(Scene *scene, bool muted);
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void BKE_sound_update_fps(Main *bmain, Scene *scene);
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void BKE_sound_update_scene_listener(Scene *scene);
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AUD_SequenceEntry BKE_sound_scene_add_scene_sound(Scene *scene, Strip *strip);
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AUD_SequenceEntry BKE_sound_add_scene_sound(Scene *scene, Strip *strip);
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void BKE_sound_remove_scene_sound(Scene *scene, AUD_SequenceEntry handle);
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void BKE_sound_mute_scene_sound(AUD_SequenceEntry handle, bool mute);
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void BKE_sound_move_scene_sound(const Scene *scene,
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AUD_SequenceEntry handle,
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int startframe,
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int endframe,
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int frameskip,
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double audio_offset);
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void BKE_sound_move_scene_sound_defaults(Scene *scene, Strip *strip);
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/** Join the Sequence with the structure in Audaspace, the second parameter is a #bSound. */
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void BKE_sound_update_scene_sound(AUD_SequenceEntry handle, bSound *sound);
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/**
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* Join the Sequence with the structure in Audaspace,
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*
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* \param sound_handle: the `AUD_Sound` created in Audaspace previously.
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*/
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void BKE_sound_update_sequence_handle(AUD_SequenceEntry handle, AUD_Sound sound_handle);
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void BKE_sound_set_scene_volume(Scene *scene, float volume);
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void BKE_sound_set_scene_sound_volume_at_frame(AUD_SequenceEntry handle,
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int frame,
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float volume,
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bool animated);
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void BKE_sound_set_scene_sound_pitch_at_frame(AUD_SequenceEntry handle,
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int frame,
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float pitch,
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bool animated);
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void BKE_sound_set_scene_sound_pitch_constant_range(AUD_SequenceEntry handle,
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int frame_start,
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int frame_end,
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float pitch);
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void BKE_sound_set_scene_sound_time_stretch_at_frame(AUD_Sound handle,
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int frame,
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float time_stretch,
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bool animated);
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void BKE_sound_set_scene_sound_time_stretch_constant_range(AUD_Sound handle,
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int frame_start,
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int frame_end,
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float time_stretch);
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void BKE_sound_set_scene_sound_pan_at_frame(AUD_SequenceEntry handle,
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int frame,
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float pan,
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bool animated);
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void BKE_sound_update_sequencer(Main *main, bSound *sound);
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void BKE_sound_play_scene(Scene *scene);
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void BKE_sound_stop_scene(Scene *scene);
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void BKE_sound_seek_scene(Main *bmain, Scene *scene);
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double BKE_sound_sync_scene(Scene *scene);
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void BKE_sound_read_waveform(Main *bmain, bSound *sound, bool *stop);
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void BKE_sound_update_scene(Depsgraph *depsgraph, Scene *scene);
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AUD_Sound BKE_sound_get_factory(void *sound);
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float BKE_sound_get_length(Main *bmain, bSound *sound);
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char **BKE_sound_get_device_names();
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typedef void (*SoundJackSyncCallback)(Main *bmain, int mode, double time);
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void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback);
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void BKE_sound_jack_scene_update(Scene *scene, int mode, double time);
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void BKE_sound_evaluate(Depsgraph *depsgraph, Main *bmain, bSound *sound);
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AUD_Sound BKE_sound_ensure_time_stretch_effect(const Strip *strip, float fps);
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void BKE_sound_runtime_state_get_and_clear(const bSound *sound,
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AUD_Sound *r_cache,
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AUD_Sound *r_playback_handle,
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Vector<float> **r_waveform);
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void BKE_sound_runtime_state_set(const bSound *sound,
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AUD_Sound cache,
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AUD_Sound playback_handle,
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Vector<float> *waveform);
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AUD_Sound BKE_sound_playback_handle_get(const bSound *sound);
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void BKE_sound_runtime_clear_waveform_loading_tag(bSound *sound);
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bool BKE_sound_runtime_start_waveform_loading(bSound *sound);
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const Vector<float> *BKE_sound_runtime_get_waveform(const bSound *sound);
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#if defined(WITH_AUDASPACE)
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namespace bke {
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void sound_system_initialize();
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AUD_Device sound_device_init(const char *device,
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const aud::DeviceSpecs &specs,
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int buffersize,
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const char *name);
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void sound_device_exit();
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AUD_Handle sound_device_play(AUD_Device device, AUD_Sound sound);
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bool sound_device_read(AUD_Device device, unsigned char *buffer, int length);
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AUD_Handle sound_pause_after(AUD_Handle handle, double seconds);
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SoundInfo sound_info_get(AUD_Sound sound);
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float *sound_read_file_buffer(const char *filename,
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float low,
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float high,
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float attack,
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float release,
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float threshold,
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bool accumulate,
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bool additive,
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bool square,
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float sthreshold,
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double samplerate,
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int stream,
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int *length);
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bool sound_mixdown(AUD_Sequence sequence,
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unsigned int start,
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unsigned int length,
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unsigned int buffersize,
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const char *filename,
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const aud::DeviceSpecs &specs,
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aud::Container format,
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aud::Codec codec,
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unsigned int bitrate,
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bool split_channels,
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std::string &r_error,
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bool (*progress_callback)(float, void *),
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void *progress_data);
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} // namespace bke
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#endif // #if defined(WITH_AUDASPACE)
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} // namespace blender
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