11 #ifndef SOUNDINTERFACE_H_INCLUDED
12 #define SOUNDINTERFACE_H_INCLUDED
14 #include "../classes.hpp"
15 #include "../headers/defines.hpp"
17 #if defined PUBLIC_JUCE
18 #include "JuceHeader.h"
63 interfaceObject& create(
const char * fileName,
channel * ch =
nullptr, Bool loop =
false, Flt volume = 1.0f, Bool streaming =
false);
87 #if defined PUBLIC_JUCE
94 interfaceObject& create(juce::InputStream * source,
channel * ch =
nullptr, Bool loop =
false, Flt volume = 1.0f, Bool streaming =
false);
318 implementationObject * pimpl;
333 UInt fadeAndStopTime;
341 std::atomic<SOUND_STATUS> status;
343 friend class SOUND::implementationObject;
351 #endif // SOUND_H_INCLUDED
Channels are used to control groups of sounds simultaniously.
A sound object is needed for every kind of sound you want to use.