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