📄 soundengine.h
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/*===== IMPORTANT =====This is sample code demonstrating API, technology or techniques in development.Although this sample code has been reviewed for technical accuracy, it is notfinal. Apple is supplying this information to help you plan for the adoption ofthe technologies and programming interfaces described herein. This informationis subject to change, and software implemented based on this sample code shouldbe tested with final operating system software and final documentation. Newerversions of this sample code may be provided with future seeds of the API ortechnology. For information about updates to this and other developerdocumentation, view the New & Updated sidebars in subsequent documentationseeds.=====================File: SoundEngine.hAbstract: These functions play background music tracks, multiple sound effects,and support stereo panning with a low-latency response.Version: 1.6Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc.("Apple") in consideration of your agreement to the following terms, and youruse, installation, modification or redistribution of this Apple softwareconstitutes acceptance of these terms. If you do not agree with these terms,please do not use, install, modify or redistribute this Apple software.In consideration of your agreement to abide by the following terms, and subjectto these terms, Apple grants you a personal, non-exclusive license, underApple's copyrights in this original Apple software (the "Apple Software"), touse, reproduce, modify and redistribute the Apple Software, with or withoutmodifications, in source and/or binary forms; provided that if you redistributethe Apple Software in its entirety and without modifications, you must retainthis notice and the following text and disclaimers in all such redistributionsof the Apple Software.Neither the name, trademarks, service marks or logos of Apple Inc. may be usedto endorse or promote products derived from the Apple Software without specificprior written permission from Apple. Except as expressly stated in this notice,no other rights or licenses, express or implied, are granted by Apple herein,including but not limited to any patent rights that may be infringed by yourderivative works or by other works in which the Apple Software may beincorporated.The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NOWARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIEDWARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULARPURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR INCOMBINATION WITH YOUR PRODUCTS.IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL ORCONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTEGOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/ORDISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OFCONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IFAPPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.Copyright (C) 2008 Apple Inc. All Rights Reserved.*//*================================================================================================== SoundEngine.h==================================================================================================*/#if !defined(__SoundEngine_h__)#define __SoundEngine_h__//==================================================================================================// Includes//==================================================================================================// System Includes#include <CoreAudio/CoreAudioTypes.h>#include <AudioToolbox/AudioToolbox.h>#if defined(__cplusplus)extern "C"{#endif//==================================================================================================// Sound Engine//==================================================================================================/*! @enum SoundEngine error codes @abstract These are the error codes returned from the SoundEngine API. @constant kSoundEngineErrUnitialized The SoundEngine has not been initialized. Use SoundEngine_Initialize(). @constant kSoundEngineErrInvalidID The specified EffectID was not found. This can occur if the effect has not been loaded, or if an unloaded is trying to be accessed. @constant kSoundEngineErrFileNotFound The specified file was not found. @constant kSoundEngineErrInvalidFileFormat The format of the file is invalid. Effect data must be little-endian 8 or 16 bit LPCM. @constant kSoundEngineErrDeviceNotFound The output device was not found.*/enum { kSoundEngineErrUnitialized = 1, kSoundEngineErrInvalidID = 2, kSoundEngineErrFileNotFound = 3, kSoundEngineErrInvalidFileFormat = 4, kSoundEngineErrDeviceNotFound = 5};/*! @function SoundEngine_Initialize @abstract Initializes and sets up the sound engine. Calling after a previous initialize will reset the state of the SoundEngine, with all previous effects and music tracks erased. Note: This is not required, loading an effect or background track will initialize as necessary. @param inMixerOutputRate A Float32 that represents the output sample rate of the mixer unit. Setting this to 0 will use the default rate (the sample rate of the device) @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_Initialize(Float32 inMixerOutputRate);/*! @function SoundEngine_Teardown @abstract Tearsdown the sound engine. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_Teardown();/*! @function SoundEngine_SetMasterVolume @abstract Sets the overall volume of all sounds coming from the process @param inValue A Float32 that represents the level. The range is between 0.0 and 1.0 (inclusive). @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetMasterVolume(Float32 inValue);/*! @function SoundEngine_SetListenerPosition @abstract Sets the position of the listener in the 3D space @param inX A Float32 that represents the listener's position along the X axis. @param inY A Float32 that represents the listener's position along the Y axis. @param inZ A Float32 that represents the listener's position along the Z axis. @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetListenerPosition(Float32 inX, Float32 inY, Float32 inZ);/*! @function SoundEngine_SetListenerGain @abstract Sets the gain of the listener. Must be >= 0.0 @param inValue A Float32 that represents the listener's gain @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_SetListenerGain(Float32 inValue);/*! @function SoundEngine_LoadBackgroundMusicTrack @abstract Tells the background music player which file to play @param inPath The absolute path to the file to play. @param inAddToQueue If true, file will be added to the current background music queue. If false, queue will be cleared and only loop the specified file. @param inLoadAtOnce If true, file will be loaded completely into memory. If false, data will be streamed from the file as needed. For games without large memory pressure and/or small background music files, this can save memory access and improve power efficiency @result A OSStatus indicating success or failure.*/OSStatus SoundEngine_LoadBackgroundMusicTrack(const char* inPath, Boolean inAddToQueue, Boolean inLoadAtOnce);/*! @function SoundEngine_UnloadBackgroundMusicTrack @abstract Tells the background music player to release all resources and stop playing.
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