FAudioGMS/gamemaker/extensions/FAudioGMS/AndroidSource/Sdk/org.screwyoyo.faudiogms/src/main/java/org/screwyoyo/faudiogms/FAudioGMSNative.java

82 lines
4.1 KiB
Java

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);
public native double FAudioGMS_StaticSound_CreateSoundInstance(double staticSoundID);
public native double FAudioGMS_StaticSound_Destroy(double staticSoundID);
public native double FAudioGMS_StreamingSound_LoadOGG(String filepath);
public native double FAudioGMS_SoundInstance_Play(double soundInstanceID, double loop);
public native double FAudioGMS_SoundInstance_Pause(double soundInstanceID);
public native double FAudioGMS_SoundInstance_Stop(double soundInstanceID);
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_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_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_SetListenerPosition(double x, double y, double z);
public native double FAudioGMS_SetListenerVelocity(double xVelocity, double yVelocity, double zVelocity);
public native double FAudioGMS_PauseAll(); /* mobile platforms, man... */
public native double FAudioGMS_ResumeAll(); /* same thing here */
public native double FAudioGMS_StopAll();
public native double FAudioGMS_Update();
public native double FAudioGMS_Destroy();
}