Add Audio architecture for next version
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Sources/libewol/ewol/Audio/Audio.h
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Sources/libewol/ewol/Audio/Audio.h
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/**
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*******************************************************************************
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* @file ewol/Audio.h
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* @brief basic ewol Audio interface (header)
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* @author Edouard DUPIN
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* @date 02/05/2012
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* @par Project
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* ewol
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*
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* @par Copyright
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* Copyright 2011 Edouard DUPIN, all right reserved
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*
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* This software is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY.
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*
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* Licence summary :
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* You can modify and redistribute the sources code and binaries.
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* You can send me the bug-fix
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*
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* Term of the licence in in the file licence.txt.
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*
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*******************************************************************************
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*/
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#ifndef __EWOL_AUDIO_H__
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#define __EWOL_AUDIO_H__
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#include <etk/Types.h>
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namespace ewol {
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namespace audio {
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void Init(void);
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void UnInit(void);
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namespace music {
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void Fading(int32_t timeMs);
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// list playing system : is cyclic ...
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erreurCode_te ListAdd(etk::UString file);
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erreurCode_te ListRm(etk::UString file);
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erreurCode_te ListClean(void);
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erreurCode_te ListPrevious(void);
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erreurCode_te ListNext(void);
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erreurCode_te ListFirst(void);
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erreurCode_te ListLast(void);
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erreurCode_te ListLast(void);
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erreurCode_te ListPlay(void); // List playing
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erreurCode_te ListStop(void); // List stopping
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erreurCode_te Play(etk::UString file); // play specific file ... pause the list element;
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erreurCode_te Stop(void);
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// in db
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float VolumeGet(void);
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void VolumeSet(float newVolume);
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bool MuteGet(void);
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void MuteSet(bool newMute);
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};
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namespace effects {
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int32_t Add(etk::UString file);
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void Rm(int32_t effectId);
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void Play(int32_t effectId, etkFloat_t xxx, etkFloat_t yyy);
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// in db
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float VolumeGet(void);
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void VolumeSet(float newVolume);
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bool MuteGet(void);
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void MuteSet(bool newMute);
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};
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};
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};
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#endif
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