bullet3/examples/TinyAudio/b3SoundEngine.h
Erwin Coumans af6bf8ddc8 plumb URDF/SDF audio_source into PhysicsServerCommandProcessor, allow to play sounds on collision !
See also https://youtu.be/eppOjTfx5Jg for a first test, and this modified URDF how to add sounds:
https://github.com/bulletphysics/bullet3/blob/master/data/plane_with_collision_audio.urdf
Add the --audio flag to enable sound in pybullet/Bullet-C-API
2017-05-01 11:14:09 -07:00

58 lines
1.0 KiB
C++

#ifndef B3_SOUND_ENGINE_H
#define B3_SOUND_ENGINE_H
#include "Bullet3Common/b3Scalar.h"
#include "b3Sound_C_Api.h"
struct b3SoundMessage
{
int m_type;//B3_SOUND_SOURCE_TYPE
double m_amplitude;
double m_frequency;
int m_wavId;
double m_attackRate;
double m_decayRate;
double m_sustainLevel;
double m_releaseRate;
bool m_autoKeyOff;
b3SoundMessage()
:m_type(B3_SOUND_SOURCE_SINE_OSCILLATOR),
m_amplitude(0.5),
m_frequency(440),
m_wavId(-1),
m_attackRate(0.001),
m_decayRate(0.00001),
m_sustainLevel(0.5),
m_releaseRate(0.0005),
m_autoKeyOff(false)
{
}
};
class b3SoundEngine
{
struct b3SoundEngineInternalData* m_data;
public:
b3SoundEngine();
virtual ~b3SoundEngine();
void init(int maxNumSoundSources, bool useRealTimeDac);
void exit();
int getAvailableSoundSource();
void startSound(int soundSourceIndex, b3SoundMessage msg);
void releaseSound(int soundSourceIndex);
int loadWavFile(const char* fileName);
double getSampleRate() const;
};
#endif //B3_SOUND_ENGINE_H