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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_AUDIO_MUSIC_H
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#define LOVE_AUDIO_MUSIC_H
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// LOVE
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#include "Audible.h"
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#include <sound/Decoder.h>
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namespace love
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{
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namespace audio
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{
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/**
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* A Music object represents a stream of sound samples which are gradually
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* acquired somehow. Compare with Sounds, which have all the needed sound
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* samples pre-decoded.
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*
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* Typically, you would want to use love::sound::Decoder to decode samples
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* from some encoded format, like OGG or MP3, however, Music can come from
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* other sources as well.
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**/
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class Music : public Audible
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{
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public:
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/**
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* Destructor.
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**/
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virtual ~Music(){};
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/**
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* Creates a clone of the music stream. Music objects are gradually
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* decoded, so if the client wants to play the same Music object, we can't
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* use the same object. We must clone the entire stream.
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* @return A clone of this object, but rewound to the start.
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**/
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virtual Music * clone() = 0;
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}; // Music
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} // audio
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} // love
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#endif // LOVE_AUDIO_MUSIC_H
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