Files
love/src/modules/audio/Music.h
T
2009-07-26 15:46:49 +02:00

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1.9 KiB
C++

/**
* 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 <sound/Decoder.h>
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