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