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/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx;
import com.badlogic.gdx.audio.AudioDevice;
import com.badlogic.gdx.audio.AudioRecorder;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.utils.GdxRuntimeException;
/** This interface encapsulates the creation and management of audio resources. It allows you to get direct access to the audio
* hardware via the {@link AudioDevice} and {@link AudioRecorder} interfaces, create sound effects via the {@link Sound} interface
* and play music streams via the {@link Music} interface.
*
* <p>
* All resources created via this interface have to be disposed as soon as they are no longer used.
* </p>
*
* <p>
* Note that all {@link Music} instances will be automatically paused when the {@link ApplicationListener#pause()} method is
* called, and automatically resumed when the {@link ApplicationListener#resume()} method is called.
* </p>
*
* @author mzechner */
public interface Audio {
/** Creates a new {@link AudioDevice} either in mono or stereo mode. The AudioDevice has to be disposed via its
* {@link AudioDevice#dispose()} method when it is no longer used.
*
* @param samplingRate the sampling rate.
* @param isMono whether the AudioDevice should be in mono or stereo mode
* @return the AudioDevice
*
* @throws GdxRuntimeException in case the device could not be created */
public AudioDevice newAudioDevice (int samplingRate, boolean isMono);
/** Creates a new {@link AudioRecorder}. The AudioRecorder has to be disposed after it is no longer used.
*
* @param samplingRate the sampling rate in Hertz
* @param isMono whether the recorder records in mono or stereo
* @return the AudioRecorder
*
* @throws GdxRuntimeException in case the recorder could not be created */
public AudioRecorder newAudioRecorder (int samplingRate, boolean isMono);
/** <p>
* Creates a new {@link Sound} which is used to play back audio effects such as gun shots or explosions. The Sound's audio data
* is retrieved from the file specified via the {@link FileHandle}. Note that the complete audio data is loaded into RAM. You
* should therefore not load big audio files with this methods. The current upper limit for decoded audio is 1 MB.
* </p>
*
* <p>
* Currently supported formats are WAV, MP3 and OGG.
* </p>
*
* <p>
* The Sound has to be disposed if it is no longer used via the {@link Sound#dispose()} method.
* </p>
*
* @return the new Sound
* @throws GdxRuntimeException in case the sound could not be loaded */
public Sound newSound (FileHandle fileHandle);
/** Creates a new {@link Music} instance which is used to play back a music stream from a file. Currently supported formats are
* WAV, MP3 and OGG. The Music instance has to be disposed if it is no longer used via the {@link Music#dispose()} method.
* Music instances are automatically paused when {@link ApplicationListener#pause()} is called and resumed when
* {@link ApplicationListener#resume()} is called.
*
* @param file the FileHandle
* @return the new Music or null if the Music could not be loaded
* @throws GdxRuntimeException in case the music could not be loaded */
public Music newMusic (FileHandle file);
}