proteaaudio-0.6.2: cbits/proteaaudio_binding.cpp
#include "proteaaudio_binding.h"
#include "proAudioRt.h"
// generic
int initAudio(int nTracks, int frequency, int chunkSize) {
DeviceAudio* pAudio = DeviceAudioRt::create(nTracks, frequency, chunkSize);
return pAudio != 0;
}
void finishAudio() {
DeviceAudio::destroy();
}
int loaderAvailable(char* suffix) {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return 0;
return audio.loaderAvailable(suffix);
}
void volume(float left, float right) {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return;
audio.volume(left,right);
}
sample_t sampleFromFile(char* filename, float volume) {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return 0;
return (int)audio.sampleFromFile(filename, volume);
}
int soundActive() {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return 0;
return (int)audio.soundActive();
}
void soundStopAll() {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return;
audio.soundStop();
}
// sound
void soundLoop(sample_t sample, float volumeL, float volumeR, float disparity, float pitch) {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return;
audio.soundLoop(sample, volumeL,volumeR,disparity,pitch);
}
void soundPlay(sample_t sample, float volumeL, float volumeR, float disparity, float pitch) {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return;
audio.soundPlay(sample, volumeL,volumeR,disparity,pitch);
}
int soundUpdate(sample_t sample, float volumeL, float volumeR, float disparity, float pitch) {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return 0;
return audio.soundUpdate(sample, volumeL,volumeR,disparity,pitch);
}
int soundStop(sample_t sample) {
DeviceAudio & audio = DeviceAudio::singleton();
if(!&audio) return 0;
return audio.soundStop(sample);
}