Auto format C++ source

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2022-08-08 01:07:26 -07:00
parent c5a640e22d
commit 7433d54c16
155 changed files with 17259 additions and 16879 deletions

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@@ -39,119 +39,120 @@
class KRAudioSample;
class KRAudioBuffer;
class KRAudioSource : public KRNode {
class KRAudioSource : public KRNode
{
public:
static void InitNodeInfo(KrNodeInfo* nodeInfo);
static void InitNodeInfo(KrNodeInfo* nodeInfo);
KRAudioSource(KRScene &scene, std::string name);
virtual ~KRAudioSource();
virtual std::string getElementName();
virtual tinyxml2::XMLElement *saveXML( tinyxml2::XMLNode *parent);
virtual void loadXML(tinyxml2::XMLElement *e);
virtual void physicsUpdate(float deltaTime);
void render(RenderInfo& ri);
KRAudioSource(KRScene& scene, std::string name);
virtual ~KRAudioSource();
virtual std::string getElementName();
virtual tinyxml2::XMLElement* saveXML(tinyxml2::XMLNode* parent);
virtual void loadXML(tinyxml2::XMLElement* e);
virtual void physicsUpdate(float deltaTime);
// ---- Audio Playback Controls ----
// Start playback of audio at the current audio sample position. If audio is already playing, this has no effect.
// play() does not automatically seek to the beginning of the sample. Call setAudioFrame( 0 ) first if you wish the playback to begin at the start of the audio sample.
// If not set to looping, audio playback ends automatically at the end of the sample
void play();
// Stop playback of audio. If audio is already stopped, this has no effect.
// If play() is called afterwards, playback will continue at the current audio sample position.
void stop();
// Returns true if audio is playing. Will return false if a non-looped playback has reached the end of the audio sample.
bool isPlaying();
// Returns the audio playback position in units of integer audio frames.
__int64_t getAudioFrame();
// Sets the audio playback position with units of integer audio frames.
void setAudioFrame(__int64_t next_frame);
// Gets the audio playback position with units of floating point seconds.
float getAudioTime();
// Sets the audio playback position with units of floating point seconds.
void setAudioTime(float new_position);
// Returns true if the playback will automatically loop
bool getLooping();
// Enable or disable looping playback; Audio source must be stopped and re-started for loop mode changes to take effect
void setLooping(bool looping);
// ---- End: Audio Playback Controls ----
void setSample(const std::string &sound_name);
std::string getSample();
KRAudioSample *getAudioSample();
float getGain();
void setGain(float gain);
float getPitch();
void setPitch(float pitch);
void render(RenderInfo& ri);
// ---- Audio Playback Controls ----
// Start playback of audio at the current audio sample position. If audio is already playing, this has no effect.
// play() does not automatically seek to the beginning of the sample. Call setAudioFrame( 0 ) first if you wish the playback to begin at the start of the audio sample.
// If not set to looping, audio playback ends automatically at the end of the sample
void play();
// Stop playback of audio. If audio is already stopped, this has no effect.
// If play() is called afterwards, playback will continue at the current audio sample position.
void stop();
// Returns true if audio is playing. Will return false if a non-looped playback has reached the end of the audio sample.
bool isPlaying();
// Returns the audio playback position in units of integer audio frames.
__int64_t getAudioFrame();
// Sets the audio playback position with units of integer audio frames.
void setAudioFrame(__int64_t next_frame);
// Gets the audio playback position with units of floating point seconds.
float getAudioTime();
// Sets the audio playback position with units of floating point seconds.
void setAudioTime(float new_position);
// Returns true if the playback will automatically loop
bool getLooping();
// Enable or disable looping playback; Audio source must be stopped and re-started for loop mode changes to take effect
void setLooping(bool looping);
// ---- End: Audio Playback Controls ----
void setSample(const std::string& sound_name);
std::string getSample();
KRAudioSample* getAudioSample();
float getGain();
void setGain(float gain);
float getPitch();
void setPitch(float pitch);
bool getIs3D();
void setIs3D(bool is3D);
// 3d only properties:
float getReverb();
void setReverb(float reverb);
float getReferenceDistance();
void setReferenceDistance(float reference_distance);
float getRolloffFactor();
void setRolloffFactor(float rolloff_factor);
bool getEnableOcclusion();
void setEnableOcclusion(bool enable_occlusion);
bool getEnableObstruction();
void setEnableObstruction(bool enable_obstruction);
// ---- Siren Audio Engine Interface ----
void advanceFrames(int frame_count);
KRAudioBuffer* getBuffer();
int getBufferFrame();
void sample(int frame_count, int channel, float* buffer, float gain);
bool getIs3D();
void setIs3D(bool is3D);
// 3d only properties:
float getReverb();
void setReverb(float reverb);
float getReferenceDistance();
void setReferenceDistance(float reference_distance);
float getRolloffFactor();
void setRolloffFactor(float rolloff_factor);
bool getEnableOcclusion();
void setEnableOcclusion(bool enable_occlusion);
bool getEnableObstruction();
void setEnableObstruction(bool enable_obstruction);
// ---- Siren Audio Engine Interface ----
void advanceFrames(int frame_count);
KRAudioBuffer *getBuffer();
int getBufferFrame();
void sample(int frame_count, int channel, float *buffer, float gain);
private:
__int64_t m_start_audio_frame; // Global audio frame that matches the start of the audio sample playback; when paused or not playing, this contains a value of -1
__int64_t m_paused_audio_frame; // When paused or not playing, this contains the local audio frame number. When playing, this contains a value of -1
int m_currentBufferFrame; // Siren Audio Engine frame number within current buffer
void advanceBuffer();
std::string m_audio_sample_name;
KRAudioSample *m_audioFile;
unsigned int m_sourceID;
float m_gain;
float m_pitch;
bool m_looping;
std::queue<KRAudioBuffer *> m_audioBuffers;
int m_nextBufferIndex;
bool m_playing;
bool m_is3d;
bool m_isPrimed;
void prime();
void queueBuffer();
// 3d only properties:
float m_referenceDistance;
float m_reverb; // type ALfloat 0.0 (dry) - 1.0 (wet) (0-100% dry/wet mix, 0.0 default)
float m_rolloffFactor;
bool m_enable_occlusion;
bool m_enable_obstruction;
__int64_t m_start_audio_frame; // Global audio frame that matches the start of the audio sample playback; when paused or not playing, this contains a value of -1
__int64_t m_paused_audio_frame; // When paused or not playing, this contains the local audio frame number. When playing, this contains a value of -1
int m_currentBufferFrame; // Siren Audio Engine frame number within current buffer
void advanceBuffer();
std::string m_audio_sample_name;
KRAudioSample* m_audioFile;
unsigned int m_sourceID;
float m_gain;
float m_pitch;
bool m_looping;
std::queue<KRAudioBuffer*> m_audioBuffers;
int m_nextBufferIndex;
bool m_playing;
bool m_is3d;
bool m_isPrimed;
void prime();
void queueBuffer();
// 3d only properties:
float m_referenceDistance;
float m_reverb; // type ALfloat 0.0 (dry) - 1.0 (wet) (0-100% dry/wet mix, 0.0 default)
float m_rolloffFactor;
bool m_enable_occlusion;
bool m_enable_obstruction;
};