KDEGames

audio/kgameaudioscene.h
1/*
2 SPDX-FileCopyrightText: 2010 Stefan Majewsky <majewsky@gmx.net>
3
4 SPDX-License-Identifier: LGPL-2.0-only
5*/
6
7#ifndef KGAMEAUDIOSCENE_H
8#define KGAMEAUDIOSCENE_H
9
10// own
11#include "kdegames_export.h"
12// Qt
13#include <QPointF>
14
15/**
16 * @namespace KGameAudioScene
17 *
18 * This class exposes general properties of the audio playback context. Actual
19 * sounds are represented in this context by KGameSound instances.
20 *
21 * The audio scene basically consists of a listener. The position of this
22 * listener is relevant when sounds are played at certain positions: The audio
23 * channels will then be balanced to make the sound appear to come from that
24 * direction.
25 *
26 * Because there can ogly be one listener, all methods in this class are static.
27 *
28 * @warning Not all functionally exposed by the API of this class is guaranteed
29 * to be available on the compiled KGameAudio backend. Check
30 * KGameAudioScene::capabilities() if in doubt.
31 */
32namespace KGameAudioScene
33{
34/// This enumeration represents capabilities which may not be provided by
35/// every KGameAudio backend.
37 /// Playback starts as soon as KGameSound::start is called.
39 SupportsPositionalPlayback = 1 << 1,
40};
41/**
42 * Stores a combination of #Capability values.
43 */
44Q_DECLARE_FLAGS(Capabilities, Capability)
45
46/// @return which capabilities are supported by the compiled KGameAudio backend
47KDEGAMES_EXPORT Capabilities capabilities();
48
49/// @return the position of the listener
50KDEGAMES_EXPORT QPointF listenerPos();
51/// Sets the position of the listener. The default is (0.0, 0.0), the
52/// point of origin.
53/// @note Effective only if positional playback is supported.
54KDEGAMES_EXPORT void setListenerPos(QPointF pos);
55/// @return the master volume for sounds outputted by TagaroAudio
56KDEGAMES_EXPORT qreal volume();
57/// Sets the master volume for sounds outputted by TagaroAudio. The
58/// default is 1.0, which means no volume change, compared to the
59/// original sounds. 0.0 means that all sounds are muted.
60KDEGAMES_EXPORT void setVolume(qreal volume);
61
62/// @returns whether an error was detected in the audio backend
63///
64/// Since KGameAudio is typically used by games where audio is not an absolutely
65/// vital part of the gameplay, we do not need to fail if sound does not work,
66/// over even make some sort of deep analysis why something did not work. The
67/// user will notice missing sound, and advanced users may investigate
68/// the kWarning() messages. That is usually enough. If not, use this method.
69///
70/// The state of hasError() may theoretically change while the application
71/// runs, but in practice, this is very unlikely. (The only tricky part is
72/// typically the initial allocation of resources.)
73///
74/// @sa KGameSound::hasError()
75KDEGAMES_EXPORT bool hasError();
76};
77
78Q_DECLARE_OPERATORS_FOR_FLAGS(KGameAudioScene::Capabilities)
79
80#endif // KGAMEAUDIOSCENE_H
This class exposes general properties of the audio playback context.
Capability
This enumeration represents capabilities which may not be provided by every KGameAudio backend.
@ SupportsLowLatencyPlayback
Playback starts as soon as KGameSound::start is called.
void setListenerPos(QPointF pos)
Sets the position of the listener.
void setVolume(qreal volume)
Sets the master volume for sounds outputted by TagaroAudio.
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