/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. ******************************************************************************/ package com.badlogic.gdx.audio; import com.badlogic.gdx.Audio; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.utils.Disposable; /** * <p> * A Sound is a short audio clip that can be played numerous times in parallel. It's completely loaded into memory so * only load small audio files. Call the {@link #dispose()} method when you're done using the Sound. * </p> * * <p> * Sound instances are created via a call to {@link Audio#newSound(FileHandle)}. * </p> * * <p> * Calling the {@link #play()} or {@link #play(float)} method will return a long which is an id to that instance of the * sound. You can use this id to modify the playback of that sound instance. * </p> * * @author badlogicgames@gmail.com */ public interface Sound extends Disposable { /** * Plays the sound. If the sound is already playing, it will be played again, concurrently. * * @return the id of the sound instance. */ public long play(); /** * Plays the sound. If the sound is already playing, it will be played again, concurrently. * * @param volume * the volume in the range [0,1] * @return the id of the sound instance */ public long play(float volume); /** * Plays the sound. If the sound is already playing, it will be played again, concurrently. * * @param volume * the volume in the range [0,1] * @param pitch * the pitch multiplier, 1 == default, >1 == faster, <1 == slower, the value has to be between 0.5 and * 2.0 * @param pan * panning in the range -1 (full right) to 1 (full left). 0 is center position. * @return the id of the sound instance */ public long play(float volume, float pitch, float pan); /** * Plays the sound, looping. If the sound is already playing, it will be played again, concurrently. * * @return the id of the sound instance */ public long loop(); /** * Plays the sound, looping. If the sound is already playing, it will be played again, concurrently. You need to * stop the sound via a call to {@link #stop(long)} using the returned id. * * @param volume * the volume in the range [0, 1] * @return the id of the sound instance */ public long loop(float volume); /** * Plays the sound, looping. If the sound is already playing, it will be played again, concurrently. You need to * stop the sound via a call to {@link #stop(long)} using the returned id. * * @param volume * the volume in the range [0,1] * @param pitch * the pitch multiplier, 1 == default, >1 == faster, <1 == slower, the value has to be between 0.5 and * 2.0 * @param pan * panning in the range -1 (full right) to 1 (full left). 0 is center position. * @return the id of the sound instance */ public long loop(float volume, float pitch, float pan); /** Stops playing all instances of this sound. */ public void stop(); /** Releases all the resources. */ public void dispose(); /** * Stops the sound instance with the given id as returned by {@link #play()} or {@link #play(float)}. If the sound * is no longer playing, this has no effect. * * @param soundId * the sound id */ public void stop(long soundId); /** * Sets the sound instance with the given id to be looping. If the sound is no longer playing this has no effect.s * * @param soundId * the sound id * @param looping * whether to loop or not. */ public void setLooping(long soundId, boolean looping); /** * Changes the pitch multiplier of the sound instance with the given id as returned by {@link #play()} or * {@link #play(float)}. If the sound is no longer playing, this has no effect. * * @param soundId * the sound id * @param pitch * the pitch multiplier, 1 == default, >1 == faster, <1 == slower, the value has to be between 0.5 and * 2.0 */ public void setPitch(long soundId, float pitch); /** * Changes the volume of the sound instance with the given id as returned by {@link #play()} or {@link #play(float)} * . If the sound is no longer playing, this has no effect. * * @param soundId * the sound id * @param volume * the volume in the range 0 (silent) to 1 (max volume). */ public void setVolume(long soundId, float volume); /** * Sets the panning and volume of the sound instance with the given id as returned by {@link #play()} or * {@link #play(float)}. If the sound is no longer playing, this has no effect. * * @param soundId * the sound id * @param pan * panning in the range -1 (full right) to 1 (full left). 0 is center position. * @param volume * the volume in the range [0,1]. */ public void setPan(long soundId, float pan, float volume); /** * Sets the priority of a sound currently being played back. Higher priority sounds will be considered last if the * maximum number of concurrently playing sounds is exceeded. This is only a hint and might not be honored by a * backend implementation. * * @param soundId * the sound id as returned by {@link #play()} or {@link #loop()} and their overloaded equivalents. * @param priority * the priority (0 == lowest) */ public void setPriority(long soundId, int priority); }