Minor cleanup

This commit is contained in:
2024-09-06 14:22:42 -04:00
parent c0c3fbb1e5
commit b83d6b333f
4 changed files with 2 additions and 64 deletions

View File

@@ -2,46 +2,9 @@
#include <Event.h>
namespace ReMixer
{
namespace ReMixer {
class Stream;
/// A managed sound handler object.
class NuSound
{
public:
virtual bool IsPlaying() = 0;
virtual bool IsPaused() = 0;
virtual bool IsFinished() = 0;
float PlaybackLoudness();
int ChannelCount();
bool Looped();
float PlaybackSpeed();
float TimeLength();
float TimePosition();
float Volume();
void SetTimePosition(float timePos);
void SetVolume(float vol);
void SetPlaybackSpeed(float speed);
virtual void Pause() = 0;
virtual void Play() = 0;
void Resume();
void Stop();
Event<int> DidLoop;
Event<> Ended;
Event<> Paused;
Event<> Played;
Event<> Resumed;
protected:
private:
};
/// TODO: Equalizer Effect
/// TODO: Compressor Effect
/// TODO: Reverb Effect
@@ -54,10 +17,7 @@ namespace ReMixer
/// TODO: Positional Sound Object?
/// Physical representation of Pulse-Code-Modulated sound data.
class PCM
{
};
class PCM { };
class Decibels { };
@@ -94,7 +54,6 @@ namespace ReMixer
void SetPlaybackDevice();
void SetRecordingDevice();
void SetMasterVolume(Decibels db);
protected:

View File

@@ -59,12 +59,10 @@ namespace ReMixer {
static Sound
FromPCMBuffer(std::vector<char> buffer, uint sampleRate = 44.1_kHz, StreamMode streamMode = StreamMode::STEREO);
/// Returns a single-channel sound object generated from a trigonometric sine function.
/// @see https://en.wikipedia.org/wiki/Sine_wave
static Sound FromSineWave(float length, float wavelength, float amplitude, float phase);
/// Returns a single-channel sound object generated from a sawtooth wave function.
/// Sawtooth waves of constant period contain odd and even harmonics that decrease at -6 dB / octave.
/// @see https://en.wikipedia.org/wiki/Sawtooth_wave
@@ -144,8 +142,6 @@ namespace ReMixer {
uint sample_rate;
std::vector<char> audio_data;
StreamMode stream_mode;
};
/// Class that holds a short sound that can fit in memory and requires no latency. (i.e. footsteps or gun shots).

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@@ -52,25 +52,10 @@
server.Play(test_stream, square_sound);
server.Play(test_stream, test_sound);
//test_sound = test_sound + ogg_test_sound;
//std::cout << "Sound Playback Length: " << wave_test.PlaybackLength() << " seconds." << std::endl;
//std::thread playback_thread([](PulseAudioSubsystem system, PulseStream stream, Sound sound){
//system.Play(stream, sound);
//}, test, test_stream, wave_test);
while (true) {
std::this_thread::sleep_for(25ms);
}
//test.Play(test_stream2, ogg_test_sound);
std::cout << "This text will print after the sound plays." << std::endl;
return 0;
}

View File

@@ -3,7 +3,6 @@
#include <uuid/uuid.h>
#include <iostream>
void ReMixer::Stream::SetName(const std::string& name)
{
this->name = name;
@@ -25,7 +24,6 @@ void ReMixer::PulseStream::SetSampleRate(uint sampleRate)
Stream::SetSampleRate(sampleRate);
pa_operation* op;
op = pa_stream_update_sample_rate(this->stream, sampleRate, OnStreamSuccess, this);
pa_operation_unref(op);