Torque3D/Engine/lib/bullet/examples/TinyAudio/b3SoundSource.h
marauder2k7 13fa178cf6 update bullet so it actually works
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
2026-06-03 15:08:51 +01:00

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C++

#ifndef B3_SOUND_SOURCE_H
#define B3_SOUND_SOURCE_H
#include "b3Sound_C_Api.h"
class b3SoundSource
{
struct b3SoundSourceInternalData* m_data;
public:
b3SoundSource();
virtual ~b3SoundSource();
virtual bool computeSamples(double* sampleBuffer, int numSamples, double sampleRate);
int getNumOscillators() const;
void setOscillatorType(int oscillatorIndex, int type);
void setOscillatorFrequency(int oscillatorIndex, double frequency);
void setOscillatorAmplitude(int oscillatorIndex, double amplitude);
void setOscillatorPhase(int oscillatorIndex, double phase);
void setADSR(double attackRate, double decayRate, double sustainLevel, double releaseRate);
bool setWavFile(int oscillatorIndex, class b3ReadWavFile* wavFilePtr, int sampleRate);
void startSound(bool autoKeyOff);
void stopSound();
bool isAvailable() const;
};
#endif //B3_SOUND_SOURCE_H