1 #ifndef __blip_AudioEngine_hpp 2 #define __blip_AudioEngine_hpp 7 #include <commonc++/ScopedPtr.h++> 101 void checkResult(uint32_t result,
const char* call);
103 inline AudioContext& ctx()
104 {
return(*_context); }
106 ccxx::ScopedPtr<AudioContext> _context;
107 std::vector<AudioPlayer*> _players;
108 ccxx::ScopedPtr<LEDArray> _ledArray;
109 ccxx::ScopedPtr<Vibrator> _vibrator;
111 bool _haveEngineCapabilities;
113 static const char* LOG_TAG;
120 #endif // __blip_AudioEngine_hpp void allocatePlayer(const AudioFormat &format)
Allocate an AudioPlayer instance within the engine that will play back audio with the given format...
Definition: AudioEngine.cpp:151
LEDArray * getLEDArray()
Get the LEDArray object representing the device's LED arrays.
Definition: AudioEngine.cpp:215
void releasePlayer(AudioPlayer *player)
Release a previously reserved AudioPlayer instance.
Definition: AudioEngine.cpp:195
An audio playback object.
Definition: AudioPlayer.hpp:21
AudioEngine()
Construct a new AudioEngine.
Definition: AudioEngine.cpp:23
Vibrator * getVibrator()
Get the Vibrator object representing the device's vibrator (haptic feedback) device.
Definition: AudioEngine.cpp:240
void shutdown()
Deallocate any allocated AudioPlayer instances and shut down the audio engine.
Definition: AudioEngine.cpp:119
WAV file format details at: https://ccrma.stanford.edu/courses/422/projects/WaveFormat/.
Definition: AccelerometerSensorEvent.cpp:3
An audio playback engine.
Definition: AudioEngine.hpp:30
A class representing an LED array.
Definition: LEDArray.hpp:23
AudioPlayer * reservePlayer(const AudioFormat &format)
Reserve an AudioPlayer instance that can play back the given audio format.
Definition: AudioEngine.cpp:169
A class representing a vibration (haptic feedback) device.
Definition: Vibrator.hpp:22
~AudioEngine()
Destructor.
Definition: AudioEngine.cpp:33
void initialize()
Initialize the audio engine.
Definition: AudioEngine.cpp:40