1 /*******************************************************************************
\r
2 * Copyright 2011 See AUTHORS file.
\r
4 * Licensed under the Apache License, Version 2.0 (the "License");
\r
5 * you may not use this file except in compliance with the License.
\r
6 * You may obtain a copy of the License at
\r
8 * http://www.apache.org/licenses/LICENSE-2.0
\r
10 * Unless required by applicable law or agreed to in writing, software
\r
11 * distributed under the License is distributed on an "AS IS" BASIS,
\r
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
\r
13 * See the License for the specific language governing permissions and
\r
14 * limitations under the License.
\r
15 ******************************************************************************/
\r
17 package com.badlogic.gdx.backends.ios;
\r
19 import cli.objectal.ALBuffer;
\r
20 import cli.objectal.ALSource;
\r
21 import cli.objectal.OALSimpleAudio;
\r
23 import com.badlogic.gdx.audio.Sound;
\r
24 import com.badlogic.gdx.files.FileHandle;
\r
28 * First pass at implementing OALSimpleAudio support. */
\r
29 public class IOSObjectALSound implements Sound {
\r
31 private ALSource soundSource;
\r
32 private ALBuffer soundBuffer;
\r
33 private String soundPath;
\r
35 public IOSObjectALSound (FileHandle filePath) {
\r
36 soundPath = filePath.file().getPath().replace('\\', '/');
\r
37 soundBuffer = OALSimpleAudio.sharedInstance().preloadEffect(soundPath);
\r
41 public long play () {
\r
42 return play(1, 1, 1, false);
\r
46 public long play (float volume) {
\r
47 return play(volume, 1, 1, false);
\r
51 public long play (float volume, float pitch, float pan) {
\r
52 return play(volume, pitch, pan, false);
\r
55 public long play (float volume, float pitch, float pan, boolean loop) {
\r
56 soundSource = OALSimpleAudio.sharedInstance().playEffect(soundPath, volume, pitch, pan, loop);
\r
61 public long loop () {
\r
62 return play(1, 1, 1, true);
\r
66 public long loop (float volume) {
\r
67 return play(volume, 1, 1, true);
\r
71 public long loop (float volume, float pitch, float pan) {
\r
72 return play(volume, pitch, pan, true);
\r
76 public void stop () {
\r
77 if (soundSource != null) soundSource.stop();
\r
81 public void dispose () {
\r
82 OALSimpleAudio.sharedInstance().unloadEffect(soundPath);
\r
86 public void stop (long soundId) {
\r
87 // we should do something to give an id for each sound.
\r
92 public void setLooping (long soundId, boolean looping) {
\r
93 // TODO Auto-generated method stub
\r
97 public void setPitch (long soundId, float pitch) {
\r
98 // TODO Auto-generated method stub
\r
103 public void setVolume (long soundId, float volume) {
\r
104 // TODO Auto-generated method stub
\r
109 public void setPan (long soundId, float pan, float volume) {
\r
110 // TODO Auto-generated method stub
\r
115 public void setPriority (long soundId, int priority) {
\r
116 // TODO Auto-generated method stub
\r
121 public void pause () {
\r
122 // TODO Auto-generated method stub
\r
127 public void resume () {
\r
128 // TODO Auto-generated method stub
\r
133 public void pause (long soundId) {
\r
134 // TODO Auto-generated method stub
\r
139 public void resume (long soundId) {
\r
140 // TODO Auto-generated method stub
\r