package org.screwyoyo.faudiogms; import java.lang.String; public class FAudioGMSNative { public FAudioGMSNative() { super(); } /* exactly as in FAudioGMS_JNI.c: */ public native double FAudioGMS_Init(double spatialDistanceScale, double timestep); public native double FAudioGMS_StaticSound_LoadWAV( String filePath); /* returns a static sound ID */ public native double FAudioGMS_StaticSound_CreateSoundInstance( double staticSoundID); /* returns a sound instance ID */ public native double FAudioGMS_StaticSound_Destroy(double staticSoundID); /* returns a sound instance ID */ public native double FAudioGMS_StreamingSound_LoadOGG( String filepath, double bufferSizeInBytes); /* if 0 is passed we will use a sensible default*/ public native double FAudioGMS_SoundInstance_Play(double soundInstanceID); public native double FAudioGMS_SoundInstance_Pause(double soundInstanceID); public native double FAudioGMS_SoundInstance_Stop(double soundInstanceID); public native double FAudioGMS_SoundInstance_QueueSyncPlay(double soundInstanceID); public native double FAudioGMS_SoundInstance_SyncPlay(); public native double FAudioGMS_SoundInstance_SetPlayRegion( double soundInstanceID, double startInMilliseconds, double endInMilliseconds); public native double FAudioGMS_SoundInstance_SetLoop(double soundInstanceID, double loop); public native double FAudioGMS_SoundInstance_SetPan(double soundInstanceID, double pan); public native double FAudioGMS_SoundInstance_SetPitch(double soundInstanceID, double pitch); public native double FAudioGMS_SoundInstance_SetVolume(double soundInstanceID, double volume); public native double FAudioGMS_SoundInstance_Set3DPosition( double soundInstanceID, double x, double y, double z); public native double FAudioGMS_SoundInstance_Set3DVelocity( double soundInstanceID, double xVelocity, double yVelocity, double zVelocity); public native double FAudioGMS_SoundInstance_Set3DOrientation( double soundInstanceID, double xFront, double yFront, double zFront, double xTop, double yTop, double zTop); public native double FAudioGMS_SoundInstance_SetTrackPositionInSeconds( double soundInstanceID, double trackPositionInSeconds); public native double FAudioGMS_SoundInstance_SetVolumeOverTime( double soundInstanceID, double volume, double milliseconds); public native double FAudioGMS_SoundInstance_SetLowPassFilter( double soundInstanceID, double lowPassFilter, double Q); public native double FAudioGMS_SoundInstance_SetHighPassFilter( double soundInstanceID, double highPassFilter, double Q); public native double FAudioGMS_SoundInstance_SetBandPassFilter( double soundInstanceID, double bandPassFilter, double Q); public native double FAudioGMS_SoundInstance_QueueSoundInstance( double soundInstanceID, double queueSoundInstanceID); public native double FAudioGMS_SoundInstance_GetPitch(double soundInstanceID); public native double FAudioGMS_SoundInstance_GetVolume(double soundInstanceID); public native double FAudioGMS_SoundInstance_GetTrackLengthInSeconds(double soundInstanceID); public native double FAudioGMS_SoundInstance_GetTrackPositionInSeconds(double soundInstanceID); public native double FAudioGMS_SoundInstance_Destroy(double soundInstanceID); public native double FAudioGMS_SoundInstance_DestroyWhenFinished(double soundInstanceID); public native double FAudioGMS_EffectChain_Create(); public native double FAudioGMS_EffectChain_AddDefaultReverb(double effectChainID); public native double FAudioGMS_EffectChain_AddReverb( double effectChainID, double wetDryMix, double reflectionsDelay, double reverbDelay, double earlyDiffusion, double lateDiffusion, double lowEQGain, double lowEQCutoff, double highEQGain, double highEQCutoff, double reflectionsGain, double reverbGain, double decayTime, double density, double roomSize); public native double FAudioGMS_EffectChain_Destroy(double effectChainID); /* * NOTE: Any changes to the effect chain will NOT apply after this is set! * You MUST call SetEffectChain again if you make changes to the effect * chain parameters! */ public native double FAudioGMS_SoundInstance_SetEffectChain( double soundInstanceID, double effectChainID, double effectGain); public native double FAudioGMS_SoundInstance_SetEffectGain( double soundInstanceID, double effectGain); public native double FAudioGMS_SetMasteringEffectChain(double effectChainID, double effectGain); public native double FAudioGMS_SetMasteringEffectGain(double effectGain); public native double FAudioGMS_SetListenerPosition(double x, double y, double z); public native double FAudioGMS_SetListenerVelocity( double xVelocity, double yVelocity, double zVelocity); public native double FAudioGMS_SetListenerOrientation( double xFront, double yFront, double zFront, double xTop, double yTop, double zTop); public native double FAudioGMS_PauseAll(); /* useful for mobile platforms, etc */ public native double FAudioGMS_ResumeAll(); /* same as above */ public native double FAudioGMS_StopAll(); public native double FAudioGMS_Update(); public native double FAudioGMS_Destroy(); }