1302895303 2 2 8 libaudio 4 MC2_ 5 panda 85 113 16 FilterProperties 4 198 34 FilterProperties::FilterProperties 0 1 1 0 41 FilterProperties::FilterProperties(void); 114 5 clear 4 198 23 FilterProperties::clear 0 1 2 745 // Filename: filterProperties.I // Created by: jyelon (01Aug2007) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: FilterProperties::clear // Access: Published // Description: Removes all DSP postprocessing. //////////////////////////////////////////////////////////////////// 42 inline void FilterProperties::clear(void); 115 11 add_lowpass 4 198 29 FilterProperties::add_lowpass 0 1 3 277 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::apply_lowpass // Access: Published // Description: Add a lowpass filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 80 inline void FilterProperties::add_lowpass(float cutoff_freq, float resonance_q); 116 12 add_highpass 4 198 30 FilterProperties::add_highpass 0 1 4 277 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_highpass // Access: Published // Description: Add a highpass filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 81 inline void FilterProperties::add_highpass(float cutoff_freq, float resonance_q); 117 8 add_echo 4 198 26 FilterProperties::add_echo 0 1 5 269 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_echo // Access: Published // Description: Add a echo filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 98 inline void FilterProperties::add_echo(float drymix, float wetmix, float delay, float decayratio); 118 10 add_flange 4 198 28 FilterProperties::add_flange 0 1 6 273 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_flange // Access: Published // Description: Add a flange filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 94 inline void FilterProperties::add_flange(float drymix, float wetmix, float depth, float rate); 119 11 add_distort 4 198 29 FilterProperties::add_distort 0 1 7 275 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_distort // Access: Published // Description: Add a distort filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 55 inline void FilterProperties::add_distort(float level); 120 13 add_normalize 4 198 31 FilterProperties::add_normalize 0 1 8 279 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_normalize // Access: Published // Description: Add a normalize filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 91 inline void FilterProperties::add_normalize(float fadetime, float threshold, float maxamp); 121 11 add_parameq 4 198 29 FilterProperties::add_parameq 0 1 9 275 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_parameq // Access: Published // Description: Add a parameq filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 90 inline void FilterProperties::add_parameq(float center_freq, float bandwidth, float gain); 122 14 add_pitchshift 4 198 32 FilterProperties::add_pitchshift 0 1 10 281 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_pitchshift // Access: Published // Description: Add a pitchshift filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 88 inline void FilterProperties::add_pitchshift(float pitch, float fftsize, float overlap); 123 10 add_chorus 4 198 28 FilterProperties::add_chorus 0 1 11 273 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_chorus // Access: Published // Description: Add a chorus filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 145 inline void FilterProperties::add_chorus(float drymix, float wet1, float wet2, float wet3, float delay, float rate, float depth, float feedback); 124 10 add_reverb 4 198 28 FilterProperties::add_reverb 0 1 12 273 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_reverb // Access: Published // Description: Add a reverb filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 110 inline void FilterProperties::add_reverb(float drymix, float wetmix, float roomsize, float damp, float width); 125 12 add_compress 4 198 30 FilterProperties::add_compress 0 1 13 277 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_compress // Access: Published // Description: Add a compress filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 107 inline void FilterProperties::add_compress(float threshold, float attack, float release, float gainmakeup); 126 14 get_class_type 4 198 32 FilterProperties::get_class_type 0 1 14 0 57 static TypeHandle FilterProperties::get_class_type(void); 127 4 play 4 200 16 AudioSound::play 0 1 15 359 // For best compatibility, set the loop_count, // volume, and balance, prior to calling play(). You may // set them while they're playing, but it's implementation // specific whether you get the results. // - Calling play() a second time on the same sound before it is // finished will start the sound again (creating a skipping or // stuttering effect). 40 virtual void AudioSound::play(void) = 0; 128 4 stop 4 200 16 AudioSound::stop 0 1 16 359 // For best compatibility, set the loop_count, // volume, and balance, prior to calling play(). You may // set them while they're playing, but it's implementation // specific whether you get the results. // - Calling play() a second time on the same sound before it is // finished will start the sound again (creating a skipping or // stuttering effect). 40 virtual void AudioSound::stop(void) = 0; 129 8 set_loop 4 200 20 AudioSound::set_loop 0 2 17 18 67 // loop: false = play once; true = play forever. // inits to false. 55 virtual void AudioSound::set_loop(bool loop = (1)) = 0; 130 8 get_loop 4 200 20 AudioSound::get_loop 0 1 19 67 // loop: false = play once; true = play forever. // inits to false. 50 virtual bool AudioSound::get_loop(void) const = 0; 131 14 set_loop_count 4 200 26 AudioSound::set_loop_count 0 2 20 21 75 // loop_count: 0 = forever; 1 = play once; n = play n times. // inits to 1. 80 virtual void AudioSound::set_loop_count(unsigned long int loop_count = (1)) = 0; 132 14 get_loop_count 4 200 26 AudioSound::get_loop_count 0 1 22 75 // loop_count: 0 = forever; 1 = play once; n = play n times. // inits to 1. 69 virtual unsigned long int AudioSound::get_loop_count(void) const = 0; 133 8 set_time 4 200 20 AudioSound::set_time 0 2 23 24 682 // Control time position within the sound. // This is similar (in concept) to the seek position within // a file. // time in seconds: 0 = beginning; length() = end. // inits to 0.0. // - The current time position will not change while the sound is // playing; you must call play() again to effect the change. To // play the same sound from a time offset a second time, // explicitly set the time position again. When looping, the // second and later loops will start from the beginning of the // sound. // - If a sound is playing, calling get_time() repeatedly will // return different results over time. e.g.: // float percent_complete = s.get_time() / s.length(); 62 virtual void AudioSound::set_time(float start_time = (0)) = 0; 134 8 get_time 4 200 20 AudioSound::get_time 0 1 25 682 // Control time position within the sound. // This is similar (in concept) to the seek position within // a file. // time in seconds: 0 = beginning; length() = end. // inits to 0.0. // - The current time position will not change while the sound is // playing; you must call play() again to effect the change. To // play the same sound from a time offset a second time, // explicitly set the time position again. When looping, the // second and later loops will start from the beginning of the // sound. // - If a sound is playing, calling get_time() repeatedly will // return different results over time. e.g.: // float percent_complete = s.get_time() / s.length(); 51 virtual float AudioSound::get_time(void) const = 0; 135 10 set_volume 4 200 22 AudioSound::set_volume 0 2 26 27 47 // 0 = minimum; 1.0 = maximum. // inits to 1.0. 60 virtual void AudioSound::set_volume(float volume = (1)) = 0; 136 10 get_volume 4 200 22 AudioSound::get_volume 0 1 28 47 // 0 = minimum; 1.0 = maximum. // inits to 1.0. 53 virtual float AudioSound::get_volume(void) const = 0; 137 11 set_balance 4 200 23 AudioSound::set_balance 0 2 29 30 77 // -1.0 is hard left // 0.0 is centered // 1.0 is hard right // inits to 0.0. 68 virtual void AudioSound::set_balance(float balance_right = (0)) = 0; 138 11 get_balance 4 200 23 AudioSound::get_balance 0 1 31 77 // -1.0 is hard left // 0.0 is centered // 1.0 is hard right // inits to 0.0. 54 virtual float AudioSound::get_balance(void) const = 0; 139 13 set_play_rate 4 200 25 AudioSound::set_play_rate 0 2 32 33 58 // play_rate is any positive float value. // inits to 1.0. 66 virtual void AudioSound::set_play_rate(float play_rate = (1)) = 0; 140 13 get_play_rate 4 200 25 AudioSound::get_play_rate 0 1 34 58 // play_rate is any positive float value. // inits to 1.0. 56 virtual float AudioSound::get_play_rate(void) const = 0; 141 10 set_active 4 200 22 AudioSound::set_active 0 2 35 36 28 // inits to manager's state. 57 virtual void AudioSound::set_active(bool flag = (1)) = 0; 142 10 get_active 4 200 22 AudioSound::get_active 0 1 37 28 // inits to manager's state. 52 virtual bool AudioSound::get_active(void) const = 0; 143 18 set_finished_event 4 200 30 AudioSound::set_finished_event 0 1 38 126 // Set (or clear) the event that will be thrown when the sound // finishes playing. To clear the event, pass an empty string. 83 virtual void AudioSound::set_finished_event(basic_string< char > const &event) = 0; 144 18 get_finished_event 4 200 30 AudioSound::get_finished_event 0 1 39 126 // Set (or clear) the event that will be thrown when the sound // finishes playing. To clear the event, pass an empty string. 83 virtual basic_string< char > const &AudioSound::get_finished_event(void) const = 0; 145 8 get_name 4 200 20 AudioSound::get_name 0 1 40 47 // There is no set_name(), this is intentional. 73 virtual basic_string< char > const &AudioSound::get_name(void) const = 0; 146 6 length 4 200 18 AudioSound::length 0 1 41 35 // return: playing time in seconds. 49 virtual float AudioSound::length(void) const = 0; 147 17 set_3d_attributes 4 200 29 AudioSound::set_3d_attributes 0 1 42 177 // Controls the position of this sound's emitter. // px, py and pz are the emitter's position. // vx, vy and vz are the emitter's velocity in UNITS PER SECOND (default: meters). 103 virtual void AudioSound::set_3d_attributes(float px, float py, float pz, float vx, float vy, float vz); 148 17 get_3d_attributes 4 200 29 AudioSound::get_3d_attributes 0 0 0 109 virtual void AudioSound::get_3d_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz); 149 19 set_3d_min_distance 4 200 31 AudioSound::set_3d_min_distance 0 1 43 175 // Controls the distance (in units) that this sound begins to fall off. // Also affects the rate it falls off. // Default is 1.0 // Closer/Faster, <1.0 // Farther/Slower, >1.0 57 virtual void AudioSound::set_3d_min_distance(float dist); 150 19 get_3d_min_distance 4 200 31 AudioSound::get_3d_min_distance 0 1 44 175 // Controls the distance (in units) that this sound begins to fall off. // Also affects the rate it falls off. // Default is 1.0 // Closer/Faster, <1.0 // Farther/Slower, >1.0 58 virtual float AudioSound::get_3d_min_distance(void) const; 151 19 set_3d_max_distance 4 200 31 AudioSound::set_3d_max_distance 0 1 45 222 // Controls the maximum distance (in units) that this sound stops falling off. // The sound does not stop at that point, it just doesn't get any quieter. // You should rarely need to adjust this. // Default is 1000000000.0 57 virtual void AudioSound::set_3d_max_distance(float dist); 152 19 get_3d_max_distance 4 200 31 AudioSound::get_3d_max_distance 0 1 46 222 // Controls the maximum distance (in units) that this sound stops falling off. // The sound does not stop at that point, it just doesn't get any quieter. // You should rarely need to adjust this. // Default is 1000000000.0 58 virtual float AudioSound::get_3d_max_distance(void) const; 153 15 get_speaker_mix 4 200 27 AudioSound::get_speaker_mix 0 1 47 314 // *_speaker_mix and *_speaker_level(s) serve the same purpose. // *_speaker_mix is for use with FMOD. // *_speaker_level(s) is for use with Miles. // Both interfaces exist because of a significant difference in the // two APIs. Hopefully the difference can be reconciled into a single // interface at some point. 55 virtual float AudioSound::get_speaker_mix(int speaker); 154 15 set_speaker_mix 4 200 27 AudioSound::set_speaker_mix 0 1 48 314 // *_speaker_mix and *_speaker_level(s) serve the same purpose. // *_speaker_mix is for use with FMOD. // *_speaker_level(s) is for use with Miles. // Both interfaces exist because of a significant difference in the // two APIs. Hopefully the difference can be reconciled into a single // interface at some point. 167 virtual void AudioSound::set_speaker_mix(float frontleft, float frontright, float center, float sub, float backleft, float backright, float sideleft, float sideright); 155 17 get_speaker_level 4 200 29 AudioSound::get_speaker_level 0 1 49 0 55 virtual float AudioSound::get_speaker_level(int index); 156 18 set_speaker_levels 4 200 30 AudioSound::set_speaker_levels 0 9 50 51 52 53 54 55 56 57 58 0 226 virtual void AudioSound::set_speaker_levels(float level1, float level2 = (-1), float level3 = (-1), float level4 = (-1), float level5 = (-1), float level6 = (-1), float level7 = (-1), float level8 = (-1), float level9 = (-1)); 157 12 get_priority 4 200 24 AudioSound::get_priority 0 1 59 0 43 virtual int AudioSound::get_priority(void); 158 12 set_priority 4 200 24 AudioSound::set_priority 0 1 60 0 52 virtual void AudioSound::set_priority(int priority); 159 17 configure_filters 4 200 29 AudioSound::configure_filters 0 1 61 0 69 virtual bool AudioSound::configure_filters(FilterProperties *config); 160 6 status 4 200 18 AudioSound::status 0 1 62 0 67 virtual AudioSound::SoundStatus AudioSound::status(void) const = 0; 161 6 output 4 200 18 AudioSound::output 0 1 63 0 52 virtual void AudioSound::output(ostream &out) const; 162 5 write 4 200 17 AudioSound::write 0 1 64 0 51 virtual void AudioSound::write(ostream &out) const; 163 14 get_class_type 4 200 26 AudioSound::get_class_type 0 1 65 0 51 static TypeHandle AudioSound::get_class_type(void); 164 15 getSpeakerSetup 4 202 29 AudioManager::getSpeakerSetup 0 1 66 0 48 virtual int AudioManager::getSpeakerSetup(void); 165 15 setSpeakerSetup 4 202 29 AudioManager::setSpeakerSetup 0 1 67 0 82 virtual void AudioManager::setSpeakerSetup(AudioManager::SpeakerModeCategory cat); 166 17 configure_filters 4 202 31 AudioManager::configure_filters 0 1 68 0 71 virtual bool AudioManager::configure_filters(FilterProperties *config); 167 19 create_AudioManager 4 202 33 AudioManager::create_AudioManager 0 1 69 315 // Create an AudioManager for each category of sounds you have. // E.g. // MySoundEffects = create_AudioManager::AudioManager(); // MyMusicManager = create_AudioManager::AudioManager(); // ... // my_sound = MySoundEffects.get_sound("neatSfx.mp3"); // my_music = MyMusicManager.get_sound("introTheme.mid"); 73 static PointerTo< AudioManager > AudioManager::create_AudioManager(void); 168 8 shutdown 4 202 22 AudioManager::shutdown 0 1 70 0 42 virtual void AudioManager::shutdown(void); 169 8 is_valid 4 202 22 AudioManager::is_valid 0 1 71 411 // If you're interested in knowing whether this audio manager // is valid, here's the call to do it. It is not necessary // to check whether the audio manager is valid before making other // calls. You are free to use an invalid sound manager, you // may get silent sounds from it though. The sound manager and // the sounds it creates should not crash the application even // when the objects are not valid. 46 virtual bool AudioManager::is_valid(void) = 0; 170 9 get_sound 4 202 23 AudioManager::get_sound 0 6 72 73 74 75 76 77 32 // Get a sound: // Get a sound: 280 virtual PointerTo< AudioSound > AudioManager::get_sound(basic_string< char > const &file_name, bool positional = (0), int mode = (SM_heuristic)) = 0; virtual PointerTo< AudioSound > AudioManager::get_sound(MovieAudio *source, bool positional = (0), int mode = (SM_heuristic)) = 0; 171 14 get_null_sound 4 202 28 AudioManager::get_null_sound 0 1 78 0 59 PointerTo< AudioSound > AudioManager::get_null_sound(void); 172 13 uncache_sound 4 202 27 AudioManager::uncache_sound 0 1 79 281 // Tell the AudioManager there is no need to keep this one cached. // This doesn't break any connection between AudioSounds that have // already given by get_sound() from this manager. It's // only affecting whether the AudioManager keeps a copy of the sound // in its pool/cache. 84 virtual void AudioManager::uncache_sound(basic_string< char > const &file_name) = 0; 173 11 clear_cache 4 202 25 AudioManager::clear_cache 0 1 80 281 // Tell the AudioManager there is no need to keep this one cached. // This doesn't break any connection between AudioSounds that have // already given by get_sound() from this manager. It's // only affecting whether the AudioManager keeps a copy of the sound // in its pool/cache. 49 virtual void AudioManager::clear_cache(void) = 0; 174 15 set_cache_limit 4 202 29 AudioManager::set_cache_limit 0 1 81 0 67 virtual void AudioManager::set_cache_limit(unsigned int count) = 0; 175 15 get_cache_limit 4 202 29 AudioManager::get_cache_limit 0 1 82 0 67 virtual unsigned int AudioManager::get_cache_limit(void) const = 0; 176 10 set_volume 4 202 24 AudioManager::set_volume 0 1 83 206 // Control volume: // FYI: // If you start a sound with the volume off and turn the volume // up later, you'll hear the sound playing at that late point. // 0 = minimum; 1.0 = maximum. // inits to 1.0. 56 virtual void AudioManager::set_volume(float volume) = 0; 177 10 get_volume 4 202 24 AudioManager::get_volume 0 1 84 206 // Control volume: // FYI: // If you start a sound with the volume off and turn the volume // up later, you'll hear the sound playing at that late point. // 0 = minimum; 1.0 = maximum. // inits to 1.0. 55 virtual float AudioManager::get_volume(void) const = 0; 178 10 set_active 4 202 24 AudioManager::set_active 0 1 85 362 // Turn the manager on or off. // If you play a sound while the manager is inactive, it won't start. // If you deactivate the manager while sounds are playing, they'll // stop. // If you activate the manager while looping sounds are playing // (those that have a loop_count of zero), // they will start playing from the beginning of their loop. // inits to true. 53 virtual void AudioManager::set_active(bool flag) = 0; 179 10 get_active 4 202 24 AudioManager::get_active 0 1 86 362 // Turn the manager on or off. // If you play a sound while the manager is inactive, it won't start. // If you deactivate the manager while sounds are playing, they'll // stop. // If you activate the manager while looping sounds are playing // (those that have a loop_count of zero), // they will start playing from the beginning of their loop. // inits to true. 54 virtual bool AudioManager::get_active(void) const = 0; 180 26 set_concurrent_sound_limit 4 202 40 AudioManager::set_concurrent_sound_limit 0 2 87 88 347 // This controls the number of sounds that you allow at once. This // is more of a user choice -- it avoids talk over and the creation // of a cacophony. // It can also be used to help performance. // 0 == unlimited. // 1 == mutually exclusive (one sound at a time). Which is an example of: // n == allow n sounds to be playing at the same time. 84 virtual void AudioManager::set_concurrent_sound_limit(unsigned int limit = (0)) = 0; 181 26 get_concurrent_sound_limit 4 202 40 AudioManager::get_concurrent_sound_limit 0 1 89 347 // This controls the number of sounds that you allow at once. This // is more of a user choice -- it avoids talk over and the creation // of a cacophony. // It can also be used to help performance. // 0 == unlimited. // 1 == mutually exclusive (one sound at a time). Which is an example of: // n == allow n sounds to be playing at the same time. 78 virtual unsigned int AudioManager::get_concurrent_sound_limit(void) const = 0; 182 24 reduce_sounds_playing_to 4 202 38 AudioManager::reduce_sounds_playing_to 0 1 90 371 // This is likely to be a utility function for the concurrent_sound_limit // options. It is exposed as an API, because it's reasonable that it // may be useful to be here. It reduces the number of concurrently // playing sounds to count by some implementation specific means. // If the number of sounds currently playing is at or below count then // there is no effect. 76 virtual void AudioManager::reduce_sounds_playing_to(unsigned int count) = 0; 183 15 stop_all_sounds 4 202 29 AudioManager::stop_all_sounds 0 1 91 182 // Stop playback on all sounds managed by this manager. // This is effectively the same as reduce_sounds_playing_to(0), but // this call may be for efficient on some implementations. 53 virtual void AudioManager::stop_all_sounds(void) = 0; 184 6 update 4 202 20 AudioManager::update 0 1 92 79 // This should be called every frame. Failure to call could // cause problems. 40 virtual void AudioManager::update(void); 185 32 audio_3d_set_listener_attributes 4 202 46 AudioManager::audio_3d_set_listener_attributes 0 1 93 327 // This controls the "set of ears" that listens to 3D spacialized sound // px, py, pz are position coordinates. // vx, vy, vz are a velocity vector in UNITS PER SECOND (default: meters). // fx, fy and fz are the respective components of a unit forward-vector // ux, uy and uz are the respective components of a unit up-vector 180 virtual void AudioManager::audio_3d_set_listener_attributes(float px, float py, float pz, float vx, float vy, float vz, float fx, float fy, float fz, float ux, float uy, float uz); 186 32 audio_3d_get_listener_attributes 4 202 46 AudioManager::audio_3d_get_listener_attributes 0 0 0 192 virtual void AudioManager::audio_3d_get_listener_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz, float *fx, float *fy, float *fz, float *ux, float *uy, float *uz); 187 28 audio_3d_set_distance_factor 4 202 42 AudioManager::audio_3d_set_distance_factor 0 1 94 261 // Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0 // Fmod uses meters internally, so give a float in Units-per meter // Don't know what Miles uses. // Default is 1.0 which is adjust in panda to be feet. 70 virtual void AudioManager::audio_3d_set_distance_factor(float factor); 188 28 audio_3d_get_distance_factor 4 202 42 AudioManager::audio_3d_get_distance_factor 0 1 95 261 // Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0 // Fmod uses meters internally, so give a float in Units-per meter // Don't know what Miles uses. // Default is 1.0 which is adjust in panda to be feet. 69 virtual float AudioManager::audio_3d_get_distance_factor(void) const; 189 27 audio_3d_set_doppler_factor 4 202 41 AudioManager::audio_3d_set_doppler_factor 0 1 96 125 // Control the presence of the Doppler effect. Default is 1.0 // Exaggerated Doppler, use >1.0 // Diminshed Doppler, use <1.0 69 virtual void AudioManager::audio_3d_set_doppler_factor(float factor); 190 27 audio_3d_get_doppler_factor 4 202 41 AudioManager::audio_3d_get_doppler_factor 0 1 97 125 // Control the presence of the Doppler effect. Default is 1.0 // Exaggerated Doppler, use >1.0 // Diminshed Doppler, use <1.0 68 virtual float AudioManager::audio_3d_get_doppler_factor(void) const; 191 28 audio_3d_set_drop_off_factor 4 202 42 AudioManager::audio_3d_set_drop_off_factor 0 1 98 157 // Exaggerate or diminish the effect of distance on sound. Default is 1.0 // Valid range is 0 to 10 // Faster drop off, use >1.0 // Slower drop off, use <1.0 70 virtual void AudioManager::audio_3d_set_drop_off_factor(float factor); 192 28 audio_3d_get_drop_off_factor 4 202 42 AudioManager::audio_3d_get_drop_off_factor 0 1 99 157 // Exaggerate or diminish the effect of distance on sound. Default is 1.0 // Valid range is 0 to 10 // Faster drop off, use >1.0 // Slower drop off, use <1.0 69 virtual float AudioManager::audio_3d_get_drop_off_factor(void) const; 193 16 get_dls_pathname 4 202 30 AudioManager::get_dls_pathname 0 1 100 0 53 static Filename AudioManager::get_dls_pathname(void); 194 6 output 4 202 20 AudioManager::output 0 1 101 0 54 virtual void AudioManager::output(ostream &out) const; 195 5 write 4 202 19 AudioManager::write 0 1 102 0 53 virtual void AudioManager::write(ostream &out) const; 196 25 set_speaker_configuration 4 202 39 AudioManager::set_speaker_configuration 0 9 103 104 105 106 107 108 109 110 111 52 // set_speaker_configuration is a Miles only method. 379 virtual void AudioManager::set_speaker_configuration(LVecBase3f *speaker1, LVecBase3f *speaker2 = ((void *)(0)), LVecBase3f *speaker3 = ((void *)(0)), LVecBase3f *speaker4 = ((void *)(0)), LVecBase3f *speaker5 = ((void *)(0)), LVecBase3f *speaker6 = ((void *)(0)), LVecBase3f *speaker7 = ((void *)(0)), LVecBase3f *speaker8 = ((void *)(0)), LVecBase3f *speaker9 = ((void *)(0))); 197 14 get_class_type 4 202 28 AudioManager::get_class_type 0 1 112 0 53 static TypeHandle AudioManager::get_class_type(void); 112 1 14 Dtool_MC2_ijEN 7 3 206 0 14 Dtool_MC2_ijEN 0 0 2 14 Dtool_MC2_k3Vr 4 4 207 0 14 Dtool_MC2_k3Vr 745 // Filename: filterProperties.I // Created by: jyelon (01Aug2007) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: FilterProperties::clear // Access: Published // Description: Removes all DSP postprocessing. //////////////////////////////////////////////////////////////////// 1 4 this 3 206 3 14 Dtool_MC2_B4GQ 4 5 207 0 14 Dtool_MC2_B4GQ 277 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::apply_lowpass // Access: Published // Description: Add a lowpass filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 3 4 this 3 206 11 cutoff_freq 1 208 11 resonance_q 1 208 4 14 Dtool_MC2__Crd 4 6 207 0 14 Dtool_MC2__Crd 277 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_highpass // Access: Published // Description: Add a highpass filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 3 4 this 3 206 11 cutoff_freq 1 208 11 resonance_q 1 208 5 14 Dtool_MC2_Dehi 4 7 207 0 14 Dtool_MC2_Dehi 269 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_echo // Access: Published // Description: Add a echo filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 5 4 this 3 206 6 drymix 1 208 6 wetmix 1 208 5 delay 1 208 10 decayratio 1 208 6 14 Dtool_MC2_ssQI 4 8 207 0 14 Dtool_MC2_ssQI 273 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_flange // Access: Published // Description: Add a flange filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 5 4 this 3 206 6 drymix 1 208 6 wetmix 1 208 5 depth 1 208 4 rate 1 208 7 14 Dtool_MC2_RVS0 4 9 207 0 14 Dtool_MC2_RVS0 275 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_distort // Access: Published // Description: Add a distort filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 2 4 this 3 206 5 level 1 208 8 14 Dtool_MC2_S5bH 4 10 207 0 14 Dtool_MC2_S5bH 279 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_normalize // Access: Published // Description: Add a normalize filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 4 4 this 3 206 8 fadetime 1 208 9 threshold 1 208 6 maxamp 1 208 9 14 Dtool_MC2_r_bf 4 11 207 0 14 Dtool_MC2_r_bf 275 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_parameq // Access: Published // Description: Add a parameq filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 4 4 this 3 206 11 center_freq 1 208 9 bandwidth 1 208 4 gain 1 208 10 14 Dtool_MC2_SrBA 4 12 207 0 14 Dtool_MC2_SrBA 281 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_pitchshift // Access: Published // Description: Add a pitchshift filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 4 4 this 3 206 5 pitch 1 208 7 fftsize 1 208 7 overlap 1 208 11 14 Dtool_MC2_ENnG 4 13 207 0 14 Dtool_MC2_ENnG 273 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_chorus // Access: Published // Description: Add a chorus filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 9 4 this 3 206 6 drymix 1 208 4 wet1 1 208 4 wet2 1 208 4 wet3 1 208 5 delay 1 208 4 rate 1 208 5 depth 1 208 8 feedback 1 208 12 14 Dtool_MC2__I99 4 14 207 0 14 Dtool_MC2__I99 273 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_reverb // Access: Published // Description: Add a reverb filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 6 4 this 3 206 6 drymix 1 208 6 wetmix 1 208 8 roomsize 1 208 4 damp 1 208 5 width 1 208 13 14 Dtool_MC2_F294 4 15 207 0 14 Dtool_MC2_F294 277 //////////////////////////////////////////////////////////////////// // Function: FilterProperties::add_compress // Access: Published // Description: Add a compress filter to the end of the DSP chain. //////////////////////////////////////////////////////////////////// 5 4 this 3 206 9 threshold 1 208 6 attack 1 208 7 release 1 208 10 gainmakeup 1 208 14 14 Dtool_MC2_Ap3V 7 16 210 0 14 Dtool_MC2_Ap3V 0 0 15 14 Dtool_MC2__vhh 4 18 207 0 14 Dtool_MC2__vhh 359 // For best compatibility, set the loop_count, // volume, and balance, prior to calling play(). You may // set them while they're playing, but it's implementation // specific whether you get the results. // - Calling play() a second time on the same sound before it is // finished will start the sound again (creating a skipping or // stuttering effect). 1 4 this 3 211 16 14 Dtool_MC2_dOiG 4 19 207 0 14 Dtool_MC2_dOiG 359 // For best compatibility, set the loop_count, // volume, and balance, prior to calling play(). You may // set them while they're playing, but it's implementation // specific whether you get the results. // - Calling play() a second time on the same sound before it is // finished will start the sound again (creating a skipping or // stuttering effect). 1 4 this 3 211 17 14 Dtool_MC2_sQm7 4 20 207 0 14 Dtool_MC2_sQm7 67 // loop: false = play once; true = play forever. // inits to false. 2 4 this 3 211 4 loop 1 212 18 14 Dtool_MC2_epXp 4 20 207 0 14 Dtool_MC2_epXp 67 // loop: false = play once; true = play forever. // inits to false. 1 4 this 3 211 19 14 Dtool_MC2_k9fo 6 21 212 0 14 Dtool_MC2_k9fo 67 // loop: false = play once; true = play forever. // inits to false. 1 4 this 3 213 20 14 Dtool_MC2_ZahU 4 22 207 0 14 Dtool_MC2_ZahU 75 // loop_count: 0 = forever; 1 = play once; n = play n times. // inits to 1. 2 4 this 3 211 10 loop_count 1 215 21 14 Dtool_MC2_VL64 4 22 207 0 14 Dtool_MC2_VL64 75 // loop_count: 0 = forever; 1 = play once; n = play n times. // inits to 1. 1 4 this 3 211 22 14 Dtool_MC2_UTas 6 23 215 0 14 Dtool_MC2_UTas 75 // loop_count: 0 = forever; 1 = play once; n = play n times. // inits to 1. 1 4 this 3 213 23 14 Dtool_MC2_sxJX 4 24 207 0 14 Dtool_MC2_sxJX 682 // Control time position within the sound. // This is similar (in concept) to the seek position within // a file. // time in seconds: 0 = beginning; length() = end. // inits to 0.0. // - The current time position will not change while the sound is // playing; you must call play() again to effect the change. To // play the same sound from a time offset a second time, // explicitly set the time position again. When looping, the // second and later loops will start from the beginning of the // sound. // - If a sound is playing, calling get_time() repeatedly will // return different results over time. e.g.: // float percent_complete = s.get_time() / s.length(); 2 4 this 3 211 10 start_time 1 208 24 14 Dtool_MC2_2n_4 4 24 207 0 14 Dtool_MC2_2n_4 682 // Control time position within the sound. // This is similar (in concept) to the seek position within // a file. // time in seconds: 0 = beginning; length() = end. // inits to 0.0. // - The current time position will not change while the sound is // playing; you must call play() again to effect the change. To // play the same sound from a time offset a second time, // explicitly set the time position again. When looping, the // second and later loops will start from the beginning of the // sound. // - If a sound is playing, calling get_time() repeatedly will // return different results over time. e.g.: // float percent_complete = s.get_time() / s.length(); 1 4 this 3 211 25 14 Dtool_MC2_hsI4 6 25 208 0 14 Dtool_MC2_hsI4 682 // Control time position within the sound. // This is similar (in concept) to the seek position within // a file. // time in seconds: 0 = beginning; length() = end. // inits to 0.0. // - The current time position will not change while the sound is // playing; you must call play() again to effect the change. To // play the same sound from a time offset a second time, // explicitly set the time position again. When looping, the // second and later loops will start from the beginning of the // sound. // - If a sound is playing, calling get_time() repeatedly will // return different results over time. e.g.: // float percent_complete = s.get_time() / s.length(); 1 4 this 3 213 26 14 Dtool_MC2_e1I3 4 26 207 0 14 Dtool_MC2_e1I3 47 // 0 = minimum; 1.0 = maximum. // inits to 1.0. 2 4 this 3 211 6 volume 1 208 27 14 Dtool_MC2_7_nT 4 26 207 0 14 Dtool_MC2_7_nT 47 // 0 = minimum; 1.0 = maximum. // inits to 1.0. 1 4 this 3 211 28 14 Dtool_MC2_zxr3 6 27 208 0 14 Dtool_MC2_zxr3 47 // 0 = minimum; 1.0 = maximum. // inits to 1.0. 1 4 this 3 213 29 14 Dtool_MC2_npIq 4 28 207 0 14 Dtool_MC2_npIq 77 // -1.0 is hard left // 0.0 is centered // 1.0 is hard right // inits to 0.0. 2 4 this 3 211 13 balance_right 1 208 30 14 Dtool_MC2_J3_4 4 28 207 0 14 Dtool_MC2_J3_4 77 // -1.0 is hard left // 0.0 is centered // 1.0 is hard right // inits to 0.0. 1 4 this 3 211 31 14 Dtool_MC2_wRl7 6 29 208 0 14 Dtool_MC2_wRl7 77 // -1.0 is hard left // 0.0 is centered // 1.0 is hard right // inits to 0.0. 1 4 this 3 213 32 14 Dtool_MC2_E6kx 4 30 207 0 14 Dtool_MC2_E6kx 58 // play_rate is any positive float value. // inits to 1.0. 2 4 this 3 211 9 play_rate 1 208 33 14 Dtool_MC2_gAS1 4 30 207 0 14 Dtool_MC2_gAS1 58 // play_rate is any positive float value. // inits to 1.0. 1 4 this 3 211 34 14 Dtool_MC2_SK3c 6 31 208 0 14 Dtool_MC2_SK3c 58 // play_rate is any positive float value. // inits to 1.0. 1 4 this 3 213 35 14 Dtool_MC2__M0J 4 32 207 0 14 Dtool_MC2__M0J 28 // inits to manager's state. 2 4 this 3 211 4 flag 1 212 36 14 Dtool_MC2_THGV 4 32 207 0 14 Dtool_MC2_THGV 28 // inits to manager's state. 1 4 this 3 211 37 14 Dtool_MC2_yDK5 6 33 212 0 14 Dtool_MC2_yDK5 28 // inits to manager's state. 1 4 this 3 213 38 14 Dtool_MC2_kLpd 4 34 207 0 14 Dtool_MC2_kLpd 126 // Set (or clear) the event that will be thrown when the sound // finishes playing. To clear the event, pass an empty string. 2 4 this 3 211 5 event 1 216 39 14 Dtool_MC2_yGD1 6 35 216 0 14 Dtool_MC2_yGD1 126 // Set (or clear) the event that will be thrown when the sound // finishes playing. To clear the event, pass an empty string. 1 4 this 3 213 40 14 Dtool_MC2_10F5 6 36 216 0 14 Dtool_MC2_10F5 47 // There is no set_name(), this is intentional. 1 4 this 3 213 41 14 Dtool_MC2_1TDx 6 37 208 0 14 Dtool_MC2_1TDx 35 // return: playing time in seconds. 1 4 this 3 213 42 14 Dtool_MC2_OwRY 4 38 207 0 14 Dtool_MC2_OwRY 177 // Controls the position of this sound's emitter. // px, py and pz are the emitter's position. // vx, vy and vz are the emitter's velocity in UNITS PER SECOND (default: meters). 7 4 this 3 211 2 px 1 208 2 py 1 208 2 pz 1 208 2 vx 1 208 2 vy 1 208 2 vz 1 208 43 14 Dtool_MC2_kQiv 4 40 207 0 14 Dtool_MC2_kQiv 175 // Controls the distance (in units) that this sound begins to fall off. // Also affects the rate it falls off. // Default is 1.0 // Closer/Faster, <1.0 // Farther/Slower, >1.0 2 4 this 3 211 4 dist 1 208 44 14 Dtool_MC2_O2dr 6 41 208 0 14 Dtool_MC2_O2dr 175 // Controls the distance (in units) that this sound begins to fall off. // Also affects the rate it falls off. // Default is 1.0 // Closer/Faster, <1.0 // Farther/Slower, >1.0 1 4 this 3 213 45 14 Dtool_MC2_q_vO 4 42 207 0 14 Dtool_MC2_q_vO 222 // Controls the maximum distance (in units) that this sound stops falling off. // The sound does not stop at that point, it just doesn't get any quieter. // You should rarely need to adjust this. // Default is 1000000000.0 2 4 this 3 211 4 dist 1 208 46 14 Dtool_MC2_MIqK 6 43 208 0 14 Dtool_MC2_MIqK 222 // Controls the maximum distance (in units) that this sound stops falling off. // The sound does not stop at that point, it just doesn't get any quieter. // You should rarely need to adjust this. // Default is 1000000000.0 1 4 this 3 213 47 14 Dtool_MC2_gKBm 6 44 208 0 14 Dtool_MC2_gKBm 314 // *_speaker_mix and *_speaker_level(s) serve the same purpose. // *_speaker_mix is for use with FMOD. // *_speaker_level(s) is for use with Miles. // Both interfaces exist because of a significant difference in the // two APIs. Hopefully the difference can be reconciled into a single // interface at some point. 2 4 this 3 211 7 speaker 1 217 48 14 Dtool_MC2_7IMU 4 45 207 0 14 Dtool_MC2_7IMU 314 // *_speaker_mix and *_speaker_level(s) serve the same purpose. // *_speaker_mix is for use with FMOD. // *_speaker_level(s) is for use with Miles. // Both interfaces exist because of a significant difference in the // two APIs. Hopefully the difference can be reconciled into a single // interface at some point. 9 4 this 3 211 9 frontleft 1 208 10 frontright 1 208 6 center 1 208 3 sub 1 208 8 backleft 1 208 9 backright 1 208 8 sideleft 1 208 9 sideright 1 208 49 14 Dtool_MC2_Boqv 6 46 208 0 14 Dtool_MC2_Boqv 0 2 4 this 3 211 5 index 1 217 50 14 Dtool_MC2_ny4l 4 47 207 0 14 Dtool_MC2_ny4l 0 10 4 this 3 211 6 level1 1 208 6 level2 1 208 6 level3 1 208 6 level4 1 208 6 level5 1 208 6 level6 1 208 6 level7 1 208 6 level8 1 208 6 level9 1 208 51 14 Dtool_MC2_7xhL 4 47 207 0 14 Dtool_MC2_7xhL 0 9 4 this 3 211 6 level1 1 208 6 level2 1 208 6 level3 1 208 6 level4 1 208 6 level5 1 208 6 level6 1 208 6 level7 1 208 6 level8 1 208 52 14 Dtool_MC2_RQ7p 4 47 207 0 14 Dtool_MC2_RQ7p 0 8 4 this 3 211 6 level1 1 208 6 level2 1 208 6 level3 1 208 6 level4 1 208 6 level5 1 208 6 level6 1 208 6 level7 1 208 53 14 Dtool_MC2_6fbA 4 47 207 0 14 Dtool_MC2_6fbA 0 7 4 this 3 211 6 level1 1 208 6 level2 1 208 6 level3 1 208 6 level4 1 208 6 level5 1 208 6 level6 1 208 54 14 Dtool_MC2_mEB6 4 47 207 0 14 Dtool_MC2_mEB6 0 6 4 this 3 211 6 level1 1 208 6 level2 1 208 6 level3 1 208 6 level4 1 208 6 level5 1 208 55 14 Dtool_MC2_eJ_T 4 47 207 0 14 Dtool_MC2_eJ_T 0 5 4 this 3 211 6 level1 1 208 6 level2 1 208 6 level3 1 208 6 level4 1 208 56 14 Dtool_MC2_eTS6 4 47 207 0 14 Dtool_MC2_eTS6 0 4 4 this 3 211 6 level1 1 208 6 level2 1 208 6 level3 1 208 57 14 Dtool_MC2_k4Ci 4 47 207 0 14 Dtool_MC2_k4Ci 0 3 4 this 3 211 6 level1 1 208 6 level2 1 208 58 14 Dtool_MC2_saQ7 4 47 207 0 14 Dtool_MC2_saQ7 0 2 4 this 3 211 6 level1 1 208 59 14 Dtool_MC2_cxQw 6 48 217 0 14 Dtool_MC2_cxQw 0 1 4 this 3 211 60 14 Dtool_MC2_wzLG 4 49 207 0 14 Dtool_MC2_wzLG 0 2 4 this 3 211 8 priority 1 217 61 14 Dtool_MC2_hoiO 6 50 212 0 14 Dtool_MC2_hoiO 0 2 4 this 3 211 6 config 1 206 62 14 Dtool_MC2_mGiV 6 52 201 0 14 Dtool_MC2_mGiV 0 1 4 this 3 213 63 14 Dtool_MC2_hT27 4 53 207 0 14 Dtool_MC2_hT27 0 2 4 this 3 213 3 out 1 218 64 14 Dtool_MC2_85SL 4 54 207 0 14 Dtool_MC2_85SL 0 2 4 this 3 213 3 out 1 218 65 14 Dtool_MC2_wXI1 7 55 210 0 14 Dtool_MC2_wXI1 0 0 66 14 Dtool_MC2_30SK 6 60 217 0 14 Dtool_MC2_30SK 0 1 4 this 3 220 67 14 Dtool_MC2_WsSe 4 61 207 0 14 Dtool_MC2_WsSe 0 2 4 this 3 220 3 cat 1 203 68 14 Dtool_MC2_hUR_ 6 62 212 0 14 Dtool_MC2_hUR_ 0 2 4 this 3 220 6 config 1 206 69 14 Dtool_MC2_vL8W 7 63 220 0 14 Dtool_MC2_vL8W 315 // Create an AudioManager for each category of sounds you have. // E.g. // MySoundEffects = create_AudioManager::AudioManager(); // MyMusicManager = create_AudioManager::AudioManager(); // ... // my_sound = MySoundEffects.get_sound("neatSfx.mp3"); // my_music = MyMusicManager.get_sound("introTheme.mid"); 0 70 14 Dtool_MC2_Hh1v 4 64 207 0 14 Dtool_MC2_Hh1v 0 1 4 this 3 220 71 14 Dtool_MC2_YnlD 6 65 212 0 14 Dtool_MC2_YnlD 411 // If you're interested in knowing whether this audio manager // is valid, here's the call to do it. It is not necessary // to check whether the audio manager is valid before making other // calls. You are free to use an invalid sound manager, you // may get silent sounds from it though. The sound manager and // the sounds it creates should not crash the application even // when the objects are not valid. 1 4 this 3 220 72 14 Dtool_MC2_A0bS 7 66 211 0 14 Dtool_MC2_A0bS 15 // Get a sound: 4 4 this 3 220 6 source 1 221 10 positional 1 212 4 mode 1 217 73 14 Dtool_MC2_C3Ua 7 66 211 0 14 Dtool_MC2_C3Ua 15 // Get a sound: 3 4 this 3 220 6 source 1 221 10 positional 1 212 74 14 Dtool_MC2_P8Fq 7 66 211 0 14 Dtool_MC2_P8Fq 15 // Get a sound: 2 4 this 3 220 6 source 1 221 75 14 Dtool_MC2_02J_ 7 66 211 0 14 Dtool_MC2_02J_ 15 // Get a sound: 4 4 this 3 220 9 file_name 1 216 10 positional 1 212 4 mode 1 217 76 14 Dtool_MC2_z8cY 7 66 211 0 14 Dtool_MC2_z8cY 15 // Get a sound: 3 4 this 3 220 9 file_name 1 216 10 positional 1 212 77 14 Dtool_MC2_yCgN 7 66 211 0 14 Dtool_MC2_yCgN 15 // Get a sound: 2 4 this 3 220 9 file_name 1 216 78 14 Dtool_MC2_o8vb 7 67 211 0 14 Dtool_MC2_o8vb 0 1 4 this 3 220 79 14 Dtool_MC2_PTiB 4 68 207 0 14 Dtool_MC2_PTiB 281 // Tell the AudioManager there is no need to keep this one cached. // This doesn't break any connection between AudioSounds that have // already given by get_sound() from this manager. It's // only affecting whether the AudioManager keeps a copy of the sound // in its pool/cache. 2 4 this 3 220 9 file_name 1 216 80 14 Dtool_MC2_V3uV 4 69 207 0 14 Dtool_MC2_V3uV 281 // Tell the AudioManager there is no need to keep this one cached. // This doesn't break any connection between AudioSounds that have // already given by get_sound() from this manager. It's // only affecting whether the AudioManager keeps a copy of the sound // in its pool/cache. 1 4 this 3 220 81 14 Dtool_MC2_JsMW 4 70 207 0 14 Dtool_MC2_JsMW 0 2 4 this 3 220 5 count 1 223 82 14 Dtool_MC2_Zu93 6 71 223 0 14 Dtool_MC2_Zu93 0 1 4 this 3 224 83 14 Dtool_MC2_qSxW 4 72 207 0 14 Dtool_MC2_qSxW 206 // Control volume: // FYI: // If you start a sound with the volume off and turn the volume // up later, you'll hear the sound playing at that late point. // 0 = minimum; 1.0 = maximum. // inits to 1.0. 2 4 this 3 220 6 volume 1 208 84 14 Dtool_MC2_r_Wv 6 73 208 0 14 Dtool_MC2_r_Wv 206 // Control volume: // FYI: // If you start a sound with the volume off and turn the volume // up later, you'll hear the sound playing at that late point. // 0 = minimum; 1.0 = maximum. // inits to 1.0. 1 4 this 3 224 85 14 Dtool_MC2_J_GE 4 74 207 0 14 Dtool_MC2_J_GE 362 // Turn the manager on or off. // If you play a sound while the manager is inactive, it won't start. // If you deactivate the manager while sounds are playing, they'll // stop. // If you activate the manager while looping sounds are playing // (those that have a loop_count of zero), // they will start playing from the beginning of their loop. // inits to true. 2 4 this 3 220 4 flag 1 212 86 14 Dtool_MC2_b_cl 6 75 212 0 14 Dtool_MC2_b_cl 362 // Turn the manager on or off. // If you play a sound while the manager is inactive, it won't start. // If you deactivate the manager while sounds are playing, they'll // stop. // If you activate the manager while looping sounds are playing // (those that have a loop_count of zero), // they will start playing from the beginning of their loop. // inits to true. 1 4 this 3 224 87 14 Dtool_MC2_0VhR 4 76 207 0 14 Dtool_MC2_0VhR 347 // This controls the number of sounds that you allow at once. This // is more of a user choice -- it avoids talk over and the creation // of a cacophony. // It can also be used to help performance. // 0 == unlimited. // 1 == mutually exclusive (one sound at a time). Which is an example of: // n == allow n sounds to be playing at the same time. 2 4 this 3 220 5 limit 1 223 88 14 Dtool_MC2_RuKw 4 76 207 0 14 Dtool_MC2_RuKw 347 // This controls the number of sounds that you allow at once. This // is more of a user choice -- it avoids talk over and the creation // of a cacophony. // It can also be used to help performance. // 0 == unlimited. // 1 == mutually exclusive (one sound at a time). Which is an example of: // n == allow n sounds to be playing at the same time. 1 4 this 3 220 89 14 Dtool_MC2_4gS3 6 77 223 0 14 Dtool_MC2_4gS3 347 // This controls the number of sounds that you allow at once. This // is more of a user choice -- it avoids talk over and the creation // of a cacophony. // It can also be used to help performance. // 0 == unlimited. // 1 == mutually exclusive (one sound at a time). Which is an example of: // n == allow n sounds to be playing at the same time. 1 4 this 3 224 90 14 Dtool_MC2_UjBl 4 78 207 0 14 Dtool_MC2_UjBl 371 // This is likely to be a utility function for the concurrent_sound_limit // options. It is exposed as an API, because it's reasonable that it // may be useful to be here. It reduces the number of concurrently // playing sounds to count by some implementation specific means. // If the number of sounds currently playing is at or below count then // there is no effect. 2 4 this 3 220 5 count 1 223 91 14 Dtool_MC2_BZTi 4 79 207 0 14 Dtool_MC2_BZTi 182 // Stop playback on all sounds managed by this manager. // This is effectively the same as reduce_sounds_playing_to(0), but // this call may be for efficient on some implementations. 1 4 this 3 220 92 14 Dtool_MC2_gvhM 4 80 207 0 14 Dtool_MC2_gvhM 79 // This should be called every frame. Failure to call could // cause problems. 1 4 this 3 220 93 14 Dtool_MC2_BiqK 4 81 207 0 14 Dtool_MC2_BiqK 327 // This controls the "set of ears" that listens to 3D spacialized sound // px, py, pz are position coordinates. // vx, vy, vz are a velocity vector in UNITS PER SECOND (default: meters). // fx, fy and fz are the respective components of a unit forward-vector // ux, uy and uz are the respective components of a unit up-vector 13 4 this 3 220 2 px 1 208 2 py 1 208 2 pz 1 208 2 vx 1 208 2 vy 1 208 2 vz 1 208 2 fx 1 208 2 fy 1 208 2 fz 1 208 2 ux 1 208 2 uy 1 208 2 uz 1 208 94 14 Dtool_MC2_BlhR 4 83 207 0 14 Dtool_MC2_BlhR 261 // Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0 // Fmod uses meters internally, so give a float in Units-per meter // Don't know what Miles uses. // Default is 1.0 which is adjust in panda to be feet. 2 4 this 3 220 6 factor 1 208 95 14 Dtool_MC2_hJ5G 6 84 208 0 14 Dtool_MC2_hJ5G 261 // Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0 // Fmod uses meters internally, so give a float in Units-per meter // Don't know what Miles uses. // Default is 1.0 which is adjust in panda to be feet. 1 4 this 3 224 96 14 Dtool_MC2_R8Fh 4 85 207 0 14 Dtool_MC2_R8Fh 125 // Control the presence of the Doppler effect. Default is 1.0 // Exaggerated Doppler, use >1.0 // Diminshed Doppler, use <1.0 2 4 this 3 220 6 factor 1 208 97 14 Dtool_MC2_hs_N 6 86 208 0 14 Dtool_MC2_hs_N 125 // Control the presence of the Doppler effect. Default is 1.0 // Exaggerated Doppler, use >1.0 // Diminshed Doppler, use <1.0 1 4 this 3 224 98 14 Dtool_MC2_QhOE 4 87 207 0 14 Dtool_MC2_QhOE 157 // Exaggerate or diminish the effect of distance on sound. Default is 1.0 // Valid range is 0 to 10 // Faster drop off, use >1.0 // Slower drop off, use <1.0 2 4 this 3 220 6 factor 1 208 99 14 Dtool_MC2_V1m5 6 88 208 0 14 Dtool_MC2_V1m5 157 // Exaggerate or diminish the effect of distance on sound. Default is 1.0 // Valid range is 0 to 10 // Faster drop off, use >1.0 // Slower drop off, use <1.0 1 4 this 3 224 100 14 Dtool_MC2_vzRi 7 89 227 0 14 Dtool_MC2_vzRi 0 0 101 14 Dtool_MC2_vvgN 4 90 207 0 14 Dtool_MC2_vvgN 0 2 4 this 3 224 3 out 1 218 102 14 Dtool_MC2_1L41 4 91 207 0 14 Dtool_MC2_1L41 0 2 4 this 3 224 3 out 1 218 103 14 Dtool_MC2_0kBi 4 92 207 0 14 Dtool_MC2_0kBi 52 // set_speaker_configuration is a Miles only method. 10 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 8 speaker3 1 228 8 speaker4 1 228 8 speaker5 1 228 8 speaker6 1 228 8 speaker7 1 228 8 speaker8 1 228 8 speaker9 1 228 104 14 Dtool_MC2_arNz 4 92 207 0 14 Dtool_MC2_arNz 52 // set_speaker_configuration is a Miles only method. 9 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 8 speaker3 1 228 8 speaker4 1 228 8 speaker5 1 228 8 speaker6 1 228 8 speaker7 1 228 8 speaker8 1 228 105 14 Dtool_MC2_uJu3 4 92 207 0 14 Dtool_MC2_uJu3 52 // set_speaker_configuration is a Miles only method. 8 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 8 speaker3 1 228 8 speaker4 1 228 8 speaker5 1 228 8 speaker6 1 228 8 speaker7 1 228 106 14 Dtool_MC2_zuyJ 4 92 207 0 14 Dtool_MC2_zuyJ 52 // set_speaker_configuration is a Miles only method. 7 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 8 speaker3 1 228 8 speaker4 1 228 8 speaker5 1 228 8 speaker6 1 228 107 14 Dtool_MC2_r_3R 4 92 207 0 14 Dtool_MC2_r_3R 52 // set_speaker_configuration is a Miles only method. 6 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 8 speaker3 1 228 8 speaker4 1 228 8 speaker5 1 228 108 14 Dtool_MC2_kCJy 4 92 207 0 14 Dtool_MC2_kCJy 52 // set_speaker_configuration is a Miles only method. 5 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 8 speaker3 1 228 8 speaker4 1 228 109 14 Dtool_MC2_9hNz 4 92 207 0 14 Dtool_MC2_9hNz 52 // set_speaker_configuration is a Miles only method. 4 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 8 speaker3 1 228 110 14 Dtool_MC2_FzQ3 4 92 207 0 14 Dtool_MC2_FzQ3 52 // set_speaker_configuration is a Miles only method. 3 4 this 3 220 8 speaker1 1 228 8 speaker2 1 228 111 14 Dtool_MC2_63gH 4 92 207 0 14 Dtool_MC2_63gH 52 // set_speaker_configuration is a Miles only method. 2 4 this 3 220 8 speaker1 1 228 112 14 Dtool_MC2_bs2a 7 93 210 0 14 Dtool_MC2_bs2a 0 0 33 198 16 FilterProperties 75777 16 FilterProperties 16 FilterProperties 0 0 0 1 113 0 0 13 114 115 116 117 118 119 120 121 122 123 124 125 126 0 0 1 0 199 0 0 0 0 243 //////////////////////////////////////////////////////////////////// // Class : FilterProperties // Description : Stores a configuration for a set of audio DSP filters. //////////////////////////////////////////////////////////////////// 199 19 TypedReferenceCount 2049 19 TypedReferenceCount 19 TypedReferenceCount 0 0 0 0 0 0 0 0 0 0 0 0 710 //////////////////////////////////////////////////////////////////// // Class : TypedReferenceCount // Description : A base class for things which need to inherit from // both TypedObject and from ReferenceCount. It's // convenient to define this intermediate base class // instead of multiply inheriting from the two classes // each time they are needed, so that we can sensibly // pass around pointers to things which are both // TypedObjects and ReferenceCounters. // // See also TypedObject for detailed instructions. //////////////////////////////////////////////////////////////////// 200 10 AudioSound 75777 10 AudioSound 10 AudioSound 0 0 0 0 0 0 37 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 0 0 1 0 199 0 0 0 1 201 0 201 11 SoundStatus 794624 23 AudioSound::SoundStatus 23 AudioSound::SoundStatus 200 0 0 0 0 0 0 0 0 0 3 3 BAD 15 AudioSound::BAD 0 5 READY 17 AudioSound::READY 1 7 PLAYING 19 AudioSound::PLAYING 2 0 0 202 12 AudioManager 75777 12 AudioManager 12 AudioManager 0 0 0 0 0 0 34 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 0 0 1 0 199 0 0 0 3 203 204 205 0 203 19 SpeakerModeCategory 794624 33 AudioManager::SpeakerModeCategory 33 AudioManager::SpeakerModeCategory 202 0 0 0 0 0 0 0 0 0 10 15 SPEAKERMODE_raw 29 AudioManager::SPEAKERMODE_raw 0 16 SPEAKERMODE_mono 30 AudioManager::SPEAKERMODE_mono 1 18 SPEAKERMODE_stereo 32 AudioManager::SPEAKERMODE_stereo 2 16 SPEAKERMODE_quad 30 AudioManager::SPEAKERMODE_quad 3 20 SPEAKERMODE_surround 34 AudioManager::SPEAKERMODE_surround 4 19 SPEAKERMODE_5point1 33 AudioManager::SPEAKERMODE_5point1 5 19 SPEAKERMODE_7point1 33 AudioManager::SPEAKERMODE_7point1 6 20 SPEAKERMODE_prologic 34 AudioManager::SPEAKERMODE_prologic 7 15 SPEAKERMODE_max 29 AudioManager::SPEAKERMODE_max 8 17 SPEAKERMODE_COUNT 31 AudioManager::SPEAKERMODE_COUNT 9 0 0 204 9 SpeakerId 794624 23 AudioManager::SpeakerId 23 AudioManager::SpeakerId 202 0 0 0 0 0 0 0 0 0 10 8 SPK_none 22 AudioManager::SPK_none 0 13 SPK_frontleft 27 AudioManager::SPK_frontleft 1 14 SPK_frontright 28 AudioManager::SPK_frontright 2 10 SPK_center 24 AudioManager::SPK_center 3 7 SPK_sub 21 AudioManager::SPK_sub 4 12 SPK_backleft 26 AudioManager::SPK_backleft 5 13 SPK_backright 27 AudioManager::SPK_backright 6 12 SPK_sideleft 26 AudioManager::SPK_sideleft 7 13 SPK_sideright 27 AudioManager::SPK_sideright 8 9 SPK_COUNT 23 AudioManager::SPK_COUNT 9 0 0 205 10 StreamMode 794624 24 AudioManager::StreamMode 24 AudioManager::StreamMode 202 0 0 0 0 0 0 0 0 0 3 12 SM_heuristic 26 AudioManager::SM_heuristic 0 9 SM_sample 23 AudioManager::SM_sample 1 9 SM_stream 23 AudioManager::SM_stream 2 0 0 206 18 FilterProperties * 8576 18 FilterProperties * 18 FilterProperties * 0 0 198 0 0 0 0 0 0 0 0 0 0 207 4 void 8194 4 void 4 void 0 6 0 0 0 0 0 0 0 0 0 0 0 208 5 float 8194 5 float 5 float 0 2 0 0 0 0 0 0 0 0 0 0 0 209 10 TypeHandle 2048 10 TypeHandle 10 TypeHandle 0 0 0 0 0 0 0 0 0 0 0 0 1098 //////////////////////////////////////////////////////////////////// // Class : TypeHandle // Description : TypeHandle is the identifier used to differentiate // C++ class types. Any C++ classes that inherit from // some base class, and must be differentiated at run // time, should store a static TypeHandle object that // can be queried through a static member function // named get_class_type(). Most of the time, it is also // desirable to inherit from TypedObject, which provides // some virtual functions to return the TypeHandle for a // particular instance. // // At its essence, a TypeHandle is simply a unique // identifier that is assigned by the TypeRegistry. The // TypeRegistry stores a tree of TypeHandles, so that // ancestry of a particular type may be queried, and the // type name may be retrieved for run-time display. //////////////////////////////////////////////////////////////////// 210 12 TypeHandle * 8576 12 TypeHandle * 12 TypeHandle * 0 0 209 0 0 0 0 0 0 0 0 0 0 211 12 AudioSound * 8576 12 AudioSound * 12 AudioSound * 0 0 200 0 0 0 0 0 0 0 0 0 0 212 4 bool 8194 4 bool 4 bool 0 4 0 0 0 0 0 0 0 0 0 0 0 213 18 AudioSound const * 8576 18 AudioSound const * 18 AudioSound const * 0 0 214 0 0 0 0 0 0 0 0 0 0 214 16 AudioSound const 8832 16 AudioSound const 16 AudioSound const 0 0 200 0 0 0 0 0 0 0 0 0 0 215 17 unsigned long int 8214 17 unsigned long int 17 unsigned long int 0 1 0 0 0 0 0 0 0 0 0 0 0 216 13 atomic string 2 13 atomic string 13 atomic string 0 7 0 0 0 0 0 0 0 0 0 0 0 217 3 int 8194 3 int 3 int 0 1 0 0 0 0 0 0 0 0 0 0 0 218 9 ostream * 8576 9 ostream * 9 ostream * 0 0 219 0 0 0 0 0 0 0 0 0 0 219 7 ostream 2048 7 ostream 7 ostream 0 0 0 0 0 0 0 0 0 0 0 0 0 220 14 AudioManager * 8576 14 AudioManager * 14 AudioManager * 0 0 202 0 0 0 0 0 0 0 0 0 0 221 12 MovieAudio * 8576 12 MovieAudio * 12 MovieAudio * 0 0 222 0 0 0 0 0 0 0 0 0 0 222 10 MovieAudio 2048 10 MovieAudio 10 MovieAudio 0 0 0 0 0 0 0 0 0 0 0 0 673 //////////////////////////////////////////////////////////////////// // Class : MovieAudio // Description : A MovieAudio is actually any source that provides // a sequence of audio samples. That could include an // AVI file, a microphone, or an internet TV station. // // The difference between a MovieAudio and a // MovieAudioCursor is like the difference between a // filename and a file handle. The MovieAudio just // indicates a particular movie. The MovieAudioCursor // is what allows access. //////////////////////////////////////////////////////////////////// 223 12 unsigned int 8198 12 unsigned int 12 unsigned int 0 1 0 0 0 0 0 0 0 0 0 0 0 224 20 AudioManager const * 8576 20 AudioManager const * 20 AudioManager const * 0 0 225 0 0 0 0 0 0 0 0 0 0 225 18 AudioManager const 8832 18 AudioManager const 18 AudioManager const 0 0 202 0 0 0 0 0 0 0 0 0 0 226 8 Filename 2048 8 Filename 8 Filename 0 0 0 0 0 0 0 0 0 0 0 0 869 //////////////////////////////////////////////////////////////////// // Class : Filename // Description : The name of a file, such as a texture file or an Egg // file. Stores the full pathname, and includes // functions for extracting out the directory prefix // part and the file extension and stuff. // // A Filename is also aware of the mapping between the // Unix-like filename convention we use internally, and // the local OS's specific filename convention, and it // knows how to perform basic OS-specific I/O, like // testing for file existence and searching a // searchpath, as well as the best way to open an // fstream for reading or writing. //////////////////////////////////////////////////////////////////// 227 10 Filename * 8576 10 Filename * 10 Filename * 0 0 226 0 0 0 0 0 0 0 0 0 0 228 12 LVecBase3f * 8576 12 LVecBase3f * 12 LVecBase3f * 0 0 229 0 0 0 0 0 0 0 0 0 0 229 9 RGBColorf 2048 10 LVecBase3f 10 LVecBase3f 0 0 0 0 0 0 0 0 0 0 0 0 754 // Filename: lvecBase3_src.h // Created by: drose (08Mar00) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Class : LVecBase3 // Description : This is the base class for all three-component // vectors and points. //////////////////////////////////////////////////////////////////// 230 6 string 2048 20 basic_string< char > 20 basic_string< char > 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0