RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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Reads and decodes audio data into an usable audio stream for the ISoundEngine. More...
#include <ik_IAudioStream.h>
Public Member Functions | |
virtual | ~IAudioStream () |
destructor More... | |
virtual SAudioStreamFormat | getFormat ()=0 |
returns format of the audio stream More... | |
virtual bool | setPosition (ik_s32 pos)=0 |
sets the position of the audio stream. More... | |
virtual bool | getIsSeekingSupported () |
returns true if the audio stream is seekable More... | |
virtual ik_s32 | readFrames (void *target, ik_s32 frameCountToRead)=0 |
tells the audio stream to read frameCountToRead audio frames into the specified buffer More... | |
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IRefCounted () | |
Constructor. More... | |
virtual | ~IRefCounted () |
Destructor. More... | |
void | grab () |
bool | drop () |
Reads and decodes audio data into an usable audio stream for the ISoundEngine.
Definition at line 16 of file ik_IAudioStream.h.
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inlinevirtual |
destructor
Definition at line 21 of file ik_IAudioStream.h.
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pure virtual |
returns format of the audio stream
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inlinevirtual |
returns true if the audio stream is seekable
Definition at line 35 of file ik_IAudioStream.h.
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pure virtual |
tells the audio stream to read frameCountToRead audio frames into the specified buffer
target | Target data buffer to the method will write the read frames into. The specified buffer will be at least getFormat().getFrameSize()*frameCountToRead bytes big. |
frameCountToRead | amount of frames to be read. |
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pure virtual |
sets the position of the audio stream.
For example to let the stream be read from the beginning of the file again, setPosition(0) would be called. This is usually done be the sound engine to loop a stream after if has reached the end. Return true if sucessful and 0 if not.
pos | Position in frames. |