Files
RobustToolbox/Robust.Client/Audio/IAudioInternal.cs

76 lines
2.1 KiB
C#

using System;
using System.IO;
using System.Numerics;
using System.Runtime.CompilerServices;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Sources;
using Robust.Shared.Maths;
namespace Robust.Client.Audio;
/// <summary>
/// Handles clientside audio.
/// </summary>
internal interface IAudioInternal : IAudioManager
{
void InitializePostWindowing();
void Shutdown();
/// <summary>
/// Flushes all pending queues for disposing of AL sources.
/// </summary>
void FlushALDisposeQueues();
/// <summary>
/// Updates audio-manager frame state.
/// </summary>
void FrameUpdate(float frameTime);
/// <summary>
/// Returns a buffered audio source.
/// </summary>
/// <returns>null if unable to create the source.</returns>
IBufferedAudioSource? CreateBufferedAudioSource(int buffers, bool floatAudio=false);
/// <summary>
/// Sets the velocity for the audio listener.
/// </summary>
void SetVelocity(Vector2 velocity);
/// <summary>
/// Sets position for the audio listener.
/// </summary>
void SetPosition(Vector2 position);
/// <summary>
/// Sets rotation for the audio listener.
/// </summary>
void SetRotation(Angle angle);
void SetAttenuation(Attenuation attenuation);
/// <summary>
/// Sets doppler factor, which scales listener and source velocities with regards to the doppler effect.
/// </summary>
void SetDopplerFactor(float factor);
void Remove(AudioStream stream);
/// <summary>
/// Stops all audio from playing.
/// </summary>
void StopAllAudio();
/// <summary>
/// Sets the Z-offset for the audio listener.
/// </summary>
void SetZOffset(float f);
void _checkAlError([CallerMemberName] string callerMember = "", [CallerLineNumber] int callerLineNumber = -1);
/// <summary>
/// Manually calculates the specified gain for an attenuation source with the specified distance.
/// </summary>
float GetAttenuationGain(float distance, float rolloffFactor, float referenceDistance, float maxDistance);
}