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Shapes with live settings, shape editing, knife and hole tools, drawing shapes onto other objects, combining objects (add / subtract / overlap), copies, thickness, painting with stickers and layers, a Layout tab, a Print tab with checks, packed .fry files with autosave, export to GLB, glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash screen, and a website for GitHub Pages in docs/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
45 lines
2 KiB
C++
45 lines
2 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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// Sound output (miniaudio). Files load through the VFS: .opus (Ogg Opus, what
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// assetc produces and the game ships) plus .wav/.flac/.mp3 for convenience.
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// Everything streams, so long music costs no more memory than a short sound.
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// World space matches the renderer: Z up, game units.
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#include <glm/glm.hpp>
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#include <optional>
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#include <string_view>
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namespace keel::audio {
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// noDevice: mix without an output device (tests, headless); read with readFrames.
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bool init(bool noDevice = false);
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void shutdown();
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bool active();
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// Call once per frame: places the listener and frees finished sounds.
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void update(const glm::vec3& listener, float yaw, float pitch);
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// Silences everything while the window is in the background (snd_mute_losefocus).
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void setFocused(bool focused);
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// One-shot sound; with a position it's 3D, otherwise it plays flat (UI, local).
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// Hot reload: sounds whose files changed are read again on their next play. Returns their paths.
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std::vector<std::string> reloadChanged();
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void play(std::string_view path, std::optional<glm::vec3> position = std::nullopt, float volume = 1.0f);
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// fadeMs: rises from silence over that long.
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void playMusic(std::string_view path, bool loop = true, int fadeMs = 0);
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void stopMusic();
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// A looping background sound (rain, wind) at a volume, set every frame or when it changes;
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// 0 stops it. It eases to the new volume rather than jumping.
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void setAmbience(std::string_view path, float volume);
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// A looping sound at a place (a car's engine), by key: set it every frame, with its volume and
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// pitch (1 as recorded); volume 0 stops it. Keys not set for a second stop by themselves.
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void setLoop(int key, std::string_view path, const glm::vec3& position, float volume, float pitch);
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// Stops every sound playing (not the music): an editor's Stop.
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void stopSounds();
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int playingCount();
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// Headless mixing (init(true)): stereo float frames at 48 kHz.
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void readFrames(float* out, int frames);
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} // namespace keel::audio
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