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

148 lines
5.7 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); /* 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();
}