/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of the 'Xith3D Project Group' nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.sound;
import org.openmali.vecmath2.Tuple3f;
/**
* Implementations of a sound driver must implement this interface. This
* represents the various capabilities of the sound system.
*
* @author David Yazel
* @author Marvin Froehlich (aka Qudus)
*/
public interface SoundDriver
{
/**
* Call this method once a frame to check and possibly load the next buffer
* from all the streaming sources, as well as dequeue all processed buffers.
* This will operate synchronously, so it will not return until the work is
* complete.
*/
public void newFrameSync();
/**
* Call this method once a frame to check and possibly load the next buffer
* from all the streaming sources, as well as dequeue all processed buffers.
* This will operate asynchronously and will return immediately. If it is
* already processing from the last frame then it will skip this frame. The
* thread used is a high priority thread so that it can complete its task in
* as little time as possible while still reducing frame stutter. This is
* because this is mostly I/O bound and will enter wait states, thus freeing
* CPU for rendering.
*/
public void newFrameAsync();
public void setListenerVelocity( Tuple3f velocity );
public void setListenerPosition( Tuple3f position );
public void setListenerOrientation( Tuple3f direction, Tuple3f up );
public void setListenerVolume( float gain );
public float getListenerVolume();
public void setDopplerVelocity( float velocity );
public float getDopplerVelocity();
public void setDopplerFactor( float factor );
public float getDopplerFactor();
public SoundSource allocateSoundSource() throws SoundException;
public SoundBuffer allocateSoundBuffer();
public void delete( SoundSource source );
public void delete( SoundBuffer buffer );
public int getNumAvailableSources();
public int getNumSources();
public void shutdown();
public boolean isOnline();
}