1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80
|
#ifndef CLUNK_SAMPLE_H__
#define CLUNK_SAMPLE_H__
/* libClunk - cross-platform 3D audio API built on top SDL library
* Copyright (C) 2007-2008 Netive Media Group
*
* This library 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
*/
#include <SDL_audio.h>
#include "export_clunk.h"
#include "buffer.h"
namespace clunk {
class Context;
//!Holds raw wave data.
class CLUNKAPI Sample {
public:
///name - for general purpose
std::string name;
///gain
float gain;
///pitch, 2.0f - pitching up one octave
float pitch;
~Sample();
/*!
\brief initializes sample
\param[in] data raw audio data
\param[in] rate sample rate
\param[in] format SDL audio format. Look SDL_audio.h or SDL documentation.
\param[in] channels audio channels
*/
void init(const clunk::Buffer &data, int rate, const Uint16 format, const Uint8 channels);
/*!
\brief loads sample from file
*/
void load(const std::string &file);
/*!
\brief generate sine wave with given length (seconds)
\param[in] freq frequency
\param[in] len of the sample in seconds
*/
void generateSine(const int freq, const float len);
float length() const {
return 1.0f * data.get_size() / spec.freq / spec.channels / 2;
}
private:
friend class Context;
friend class Source;
Sample(Context *context);
Sample(const Sample &);
const Sample& operator=(const Sample &);
Context *context;
SDL_AudioSpec spec;
clunk::Buffer data;
};
}
#endif
|