/** * 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(); }