FAudioGMS/src/FAudioGMS.h

183 lines
6.7 KiB
C

/* FAudioGMS - Game Maker FAudio bindings in C
*
* Copyright (c) 2021 Evan Hemsley
*
* 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.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
#ifndef FAUDIOGMS_H
#define FAUDIOGMS_H
#ifdef _WIN32
#define FAUDIOGMSAPI __declspec(dllexport)
#define FAUDIOGMSCALL __cdecl
#else
#define FAUDIOGMSAPI
#define FAUDIOGMSCALL
#endif
#ifdef __cplusplus
extern "C"
{
#endif /* __cplusplus */
FAUDIOGMSAPI void FAudioGMS_Init(double spatialDistanceScale, double timestep);
FAUDIOGMSAPI double FAudioGMS_StaticSound_LoadWAV(
char *filePath); /* returns a static sound ID */
FAUDIOGMSAPI double FAudioGMS_StaticSound_CreateSoundInstance(
double staticSoundID); /* returns a sound instance ID */
FAUDIOGMSAPI void FAudioGMS_StaticSound_Destroy(double staticSoundID);
/* returns a sound instance ID */
FAUDIOGMSAPI double FAudioGMS_StreamingSound_LoadOGG(
char *filepath,
double bufferSizeInBytes); /* if 0 is passed we will use a sensible default*/
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Play(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Pause(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Stop(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_QueueSyncPlay(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SyncPlay();
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetPlayRegion(
double soundInstanceID,
double startInMilliseconds,
double endInMilliseconds);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetLoop(double soundInstanceID, double loop);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetPan(double soundInstanceID, double pan);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetPitch(double soundInstanceID, double pitch);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetVolume(double soundInstanceID, double volume);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Set3DPosition(
double soundInstanceID,
double x,
double y,
double z);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Set3DVelocity(
double soundInstanceID,
double xVelocity,
double yVelocity,
double zVelocity);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Set3DOrientation(
double soundInstanceID,
double xFront,
double yFront,
double zFront,
double xTop,
double yTop,
double zTop);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetTrackPositionInSeconds(
double soundInstanceID,
double trackPositionInSeconds);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetVolumeOverTime(
double soundInstanceID,
double volume,
double milliseconds);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetLowPassFilter(
double soundInstanceID,
double lowPassFilter,
double Q);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetHighPassFilter(
double soundInstanceID,
double highPassFilter,
double Q);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetBandPassFilter(
double soundInstanceID,
double bandPassFilter,
double Q);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_QueueSoundInstance(
double soundInstanceID,
double queueSoundInstanceID);
FAUDIOGMSAPI double FAudioGMS_SoundInstance_GetPitch(double soundInstanceID);
FAUDIOGMSAPI double FAudioGMS_SoundInstance_GetVolume(double soundInstanceID);
FAUDIOGMSAPI double FAudioGMS_SoundInstance_GetTrackLengthInSeconds(double soundInstanceID);
FAUDIOGMSAPI double FAudioGMS_SoundInstance_GetTrackPositionInSeconds(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_Destroy(double soundInstanceID);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_DestroyWhenFinished(double soundInstanceID);
FAUDIOGMSAPI double FAudioGMS_EffectChain_Create();
FAUDIOGMSAPI void FAudioGMS_EffectChain_AddDefaultReverb(double effectChainID);
FAUDIOGMSAPI void 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);
FAUDIOGMSAPI void 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!
*/
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetEffectChain(
double soundInstanceID,
double effectChainID,
double effectGain);
FAUDIOGMSAPI void FAudioGMS_SoundInstance_SetEffectGain(
double soundInstanceID,
double effectGain);
FAUDIOGMSAPI void FAudioGMS_SetMasteringEffectChain(double effectChainID, double effectGain);
FAUDIOGMSAPI void FAudioGMS_SetMasteringEffectGain(double effectGain);
FAUDIOGMSAPI void FAudioGMS_SetListenerPosition(double x, double y, double z);
FAUDIOGMSAPI void FAudioGMS_SetListenerVelocity(
double xVelocity,
double yVelocity,
double zVelocity);
FAUDIOGMSAPI void FAudioGMS_SetListenerOrientation(
double xFront,
double yFront,
double zFront,
double xTop,
double yTop,
double zTop);
FAUDIOGMSAPI void FAudioGMS_PauseAll(); /* useful for mobile platforms, etc
*/
FAUDIOGMSAPI void FAudioGMS_ResumeAll(); /* same as above */
FAUDIOGMSAPI void FAudioGMS_StopAll();
FAUDIOGMSAPI void FAudioGMS_Update();
FAUDIOGMSAPI void FAudioGMS_Destroy();
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* FAUDIOGMS_H */