1412101807
2 2
10 libp3audio 4 M_1l 12 panda3d.core 
93
134 16 FilterProperties 0 4 227 34 FilterProperties::FilterProperties 0 1 1 0
41
FilterProperties::FilterProperties(void);

135 5 clear 0 4 227 23 FilterProperties::clear 0 1 2 745
// Filename: filterProperties.I
// Created by: jyelon (01Aug2007)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::clear
//      Access: Published
// Description: Removes all DSP postprocessing.
////////////////////////////////////////////////////////////////////
42
inline void FilterProperties::clear(void);

136 11 add_lowpass 0 4 227 29 FilterProperties::add_lowpass 0 1 3 277
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::apply_lowpass
//      Access: Published
// Description: Add a lowpass filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
80
inline void FilterProperties::add_lowpass(float cutoff_freq, float resonance_q);

137 12 add_highpass 0 4 227 30 FilterProperties::add_highpass 0 1 4 277
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_highpass
//      Access: Published
// Description: Add a highpass filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
81
inline void FilterProperties::add_highpass(float cutoff_freq, float resonance_q);

138 8 add_echo 0 4 227 26 FilterProperties::add_echo 0 1 5 269
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_echo
//      Access: Published
// Description: Add a echo filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
98
inline void FilterProperties::add_echo(float drymix, float wetmix, float delay, float decayratio);

139 10 add_flange 0 4 227 28 FilterProperties::add_flange 0 1 6 273
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_flange
//      Access: Published
// Description: Add a flange filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
94
inline void FilterProperties::add_flange(float drymix, float wetmix, float depth, float rate);

140 11 add_distort 0 4 227 29 FilterProperties::add_distort 0 1 7 275
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_distort
//      Access: Published
// Description: Add a distort filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
55
inline void FilterProperties::add_distort(float level);

141 13 add_normalize 0 4 227 31 FilterProperties::add_normalize 0 1 8 279
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_normalize
//      Access: Published
// Description: Add a normalize filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
91
inline void FilterProperties::add_normalize(float fadetime, float threshold, float maxamp);

142 11 add_parameq 0 4 227 29 FilterProperties::add_parameq 0 1 9 275
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_parameq
//      Access: Published
// Description: Add a parameq filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
90
inline void FilterProperties::add_parameq(float center_freq, float bandwidth, float gain);

143 14 add_pitchshift 0 4 227 32 FilterProperties::add_pitchshift 0 1 10 281
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_pitchshift
//      Access: Published
// Description: Add a pitchshift filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
88
inline void FilterProperties::add_pitchshift(float pitch, float fftsize, float overlap);

144 10 add_chorus 0 4 227 28 FilterProperties::add_chorus 0 1 11 273
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_chorus
//      Access: Published
// Description: Add a chorus filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
129
inline void FilterProperties::add_chorus(float drymix, float wet1, float wet2, float wet3, float delay, float rate, float depth);

145 13 add_sfxreverb 0 4 227 31 FilterProperties::add_sfxreverb 0 15 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 276
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
404
inline void FilterProperties::add_sfxreverb(float drylevel = (0), float room = (-10000), float roomhf = (0), float decaytime = (1), float decayhfratio = (0.5), float reflectionslevel = (-10000), float reflectionsdelay = (0.02), float reverblevel = (0), float reverbdelay = (0.04), float diffusion = (100), float density = (100), float hfreference = (5000), float roomlf = (0), float lfreference = (250));

146 12 add_compress 0 4 227 30 FilterProperties::add_compress 0 1 27 277
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_compress
//      Access: Published
// Description: Add a compress filter to the end of the DSP chain.
////////////////////////////////////////////////////////////////////
107
inline void FilterProperties::add_compress(float threshold, float attack, float release, float gainmakeup);

147 14 get_class_type 0 4 227 32 FilterProperties::get_class_type 0 1 28 0
57
static TypeHandle FilterProperties::get_class_type(void);

148 4 play 0 6 229 16 AudioSound::play 0 1 29 359
// For best compatibility, set the loop_count,
// volume, and balance, prior to calling play().  You may
// set them while they're playing, but it's implementation
// specific whether you get the results.
// - Calling play() a second time on the same sound before it is
//   finished will start the sound again (creating a skipping or
//   stuttering effect).
40
virtual void AudioSound::play(void) = 0;

149 4 stop 0 6 229 16 AudioSound::stop 0 1 30 359
// For best compatibility, set the loop_count,
// volume, and balance, prior to calling play().  You may
// set them while they're playing, but it's implementation
// specific whether you get the results.
// - Calling play() a second time on the same sound before it is
//   finished will start the sound again (creating a skipping or
//   stuttering effect).
40
virtual void AudioSound::stop(void) = 0;

150 8 set_loop 0 6 229 20 AudioSound::set_loop 0 2 31 32 67
// loop: false = play once; true = play forever.
// inits to false.
55
virtual void AudioSound::set_loop(bool loop = (1)) = 0;

151 8 get_loop 0 6 229 20 AudioSound::get_loop 0 1 33 67
// loop: false = play once; true = play forever.
// inits to false.
50
virtual bool AudioSound::get_loop(void) const = 0;

152 14 set_loop_count 0 6 229 26 AudioSound::set_loop_count 0 2 34 35 75
// loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1.
80
virtual void AudioSound::set_loop_count(unsigned long int loop_count = (1)) = 0;

153 14 get_loop_count 0 6 229 26 AudioSound::get_loop_count 0 1 36 75
// loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1.
69
virtual unsigned long int AudioSound::get_loop_count(void) const = 0;

154 8 set_time 0 6 229 20 AudioSound::set_time 0 2 37 38 688
// Control time position within the sound.
// This is similar (in concept) to the seek position within
// a file.
// time in seconds: 0 = beginning; length() = end.
// inits to 0.0.
// - The current time position will not change while the sound is
//   playing; you must call play() again to effect the change.  To
//   play the same sound from a time offset a second time,
//   explicitly set the time position again.  When looping, the
//   second and later loops will start from the beginning of the
//   sound.
// - If a sound is playing, calling get_time() repeatedly will
//   return different results over time.  e.g.:
//   PN_stdfloat percent_complete = s.get_time() / s.length();
62
virtual void AudioSound::set_time(float start_time = (0)) = 0;

155 8 get_time 0 6 229 20 AudioSound::get_time 0 1 39 688
// Control time position within the sound.
// This is similar (in concept) to the seek position within
// a file.
// time in seconds: 0 = beginning; length() = end.
// inits to 0.0.
// - The current time position will not change while the sound is
//   playing; you must call play() again to effect the change.  To
//   play the same sound from a time offset a second time,
//   explicitly set the time position again.  When looping, the
//   second and later loops will start from the beginning of the
//   sound.
// - If a sound is playing, calling get_time() repeatedly will
//   return different results over time.  e.g.:
//   PN_stdfloat percent_complete = s.get_time() / s.length();
51
virtual float AudioSound::get_time(void) const = 0;

156 10 set_volume 0 6 229 22 AudioSound::set_volume 0 2 40 41 47
// 0 = minimum; 1.0 = maximum.
// inits to 1.0.
60
virtual void AudioSound::set_volume(float volume = (1)) = 0;

157 10 get_volume 0 6 229 22 AudioSound::get_volume 0 1 42 47
// 0 = minimum; 1.0 = maximum.
// inits to 1.0.
53
virtual float AudioSound::get_volume(void) const = 0;

158 11 set_balance 0 6 229 23 AudioSound::set_balance 0 2 43 44 77
// -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0.
68
virtual void AudioSound::set_balance(float balance_right = (0)) = 0;

159 11 get_balance 0 6 229 23 AudioSound::get_balance 0 1 45 77
// -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0.
54
virtual float AudioSound::get_balance(void) const = 0;

160 13 set_play_rate 0 6 229 25 AudioSound::set_play_rate 0 2 46 47 64
// play_rate is any positive PN_stdfloat value.
// inits to 1.0.
66
virtual void AudioSound::set_play_rate(float play_rate = (1)) = 0;

161 13 get_play_rate 0 6 229 25 AudioSound::get_play_rate 0 1 48 64
// play_rate is any positive PN_stdfloat value.
// inits to 1.0.
56
virtual float AudioSound::get_play_rate(void) const = 0;

162 10 set_active 0 6 229 22 AudioSound::set_active 0 2 49 50 28
// inits to manager's state.
57
virtual void AudioSound::set_active(bool flag = (1)) = 0;

163 10 get_active 0 6 229 22 AudioSound::get_active 0 1 51 28
// inits to manager's state.
52
virtual bool AudioSound::get_active(void) const = 0;

164 18 set_finished_event 0 6 229 30 AudioSound::set_finished_event 0 1 52 126
// Set (or clear) the event that will be thrown when the sound
// finishes playing.  To clear the event, pass an empty string.
83
virtual void AudioSound::set_finished_event(basic_string< char > const &event) = 0;

165 18 get_finished_event 0 6 229 30 AudioSound::get_finished_event 0 1 53 126
// Set (or clear) the event that will be thrown when the sound
// finishes playing.  To clear the event, pass an empty string.
83
virtual basic_string< char > const &AudioSound::get_finished_event(void) const = 0;

166 8 get_name 0 6 229 20 AudioSound::get_name 0 1 54 47
// There is no set_name(), this is intentional.
73
virtual basic_string< char > const &AudioSound::get_name(void) const = 0;

167 6 length 0 6 229 18 AudioSound::length 0 1 55 35
// return: playing time in seconds.
49
virtual float AudioSound::length(void) const = 0;

168 17 set_3d_attributes 0 6 229 29 AudioSound::set_3d_attributes 0 1 56 177
// Controls the position of this sound's emitter.
// px, py and pz are the emitter's position.
// vx, vy and vz are the emitter's velocity in UNITS PER SECOND (default: meters).
103
virtual void AudioSound::set_3d_attributes(float px, float py, float pz, float vx, float vy, float vz);

169 17 get_3d_attributes 0 6 229 29 AudioSound::get_3d_attributes 0 0 0
109
virtual void AudioSound::get_3d_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz);

170 19 set_3d_min_distance 0 6 229 31 AudioSound::set_3d_min_distance 0 1 57 175
// Controls the distance (in units) that this sound begins to fall off.
// Also affects the rate it falls off.
// Default is 1.0
// Closer/Faster, <1.0
// Farther/Slower, >1.0
57
virtual void AudioSound::set_3d_min_distance(float dist);

171 19 get_3d_min_distance 0 6 229 31 AudioSound::get_3d_min_distance 0 1 58 175
// Controls the distance (in units) that this sound begins to fall off.
// Also affects the rate it falls off.
// Default is 1.0
// Closer/Faster, <1.0
// Farther/Slower, >1.0
58
virtual float AudioSound::get_3d_min_distance(void) const;

172 19 set_3d_max_distance 0 6 229 31 AudioSound::set_3d_max_distance 0 1 59 222
// Controls the maximum distance (in units) that this sound stops falling off.
// The sound does not stop at that point, it just doesn't get any quieter.
// You should rarely need to adjust this.
// Default is 1000000000.0
57
virtual void AudioSound::set_3d_max_distance(float dist);

173 19 get_3d_max_distance 0 6 229 31 AudioSound::get_3d_max_distance 0 1 60 222
// Controls the maximum distance (in units) that this sound stops falling off.
// The sound does not stop at that point, it just doesn't get any quieter.
// You should rarely need to adjust this.
// Default is 1000000000.0
58
virtual float AudioSound::get_3d_max_distance(void) const;

174 15 get_speaker_mix 0 6 229 27 AudioSound::get_speaker_mix 0 1 61 314
// *_speaker_mix and *_speaker_level(s) serve the same purpose.
// *_speaker_mix is for use with FMOD.
// *_speaker_level(s) is for use with Miles.
// Both interfaces exist because of a significant difference in the
// two APIs.  Hopefully the difference can be reconciled into a single
// interface at some point.
55
virtual float AudioSound::get_speaker_mix(int speaker);

175 15 set_speaker_mix 0 6 229 27 AudioSound::set_speaker_mix 0 1 62 314
// *_speaker_mix and *_speaker_level(s) serve the same purpose.
// *_speaker_mix is for use with FMOD.
// *_speaker_level(s) is for use with Miles.
// Both interfaces exist because of a significant difference in the
// two APIs.  Hopefully the difference can be reconciled into a single
// interface at some point.
167
virtual void AudioSound::set_speaker_mix(float frontleft, float frontright, float center, float sub, float backleft, float backright, float sideleft, float sideright);

176 17 get_speaker_level 0 6 229 29 AudioSound::get_speaker_level 0 1 63 0
55
virtual float AudioSound::get_speaker_level(int index);

177 18 set_speaker_levels 0 6 229 30 AudioSound::set_speaker_levels 0 9 64 65 66 67 68 69 70 71 72 0
226
virtual void AudioSound::set_speaker_levels(float level1, float level2 = (-1), float level3 = (-1), float level4 = (-1), float level5 = (-1), float level6 = (-1), float level7 = (-1), float level8 = (-1), float level9 = (-1));

178 12 get_priority 0 6 229 24 AudioSound::get_priority 0 1 73 0
43
virtual int AudioSound::get_priority(void);

179 12 set_priority 0 6 229 24 AudioSound::set_priority 0 1 74 0
52
virtual void AudioSound::set_priority(int priority);

180 17 configure_filters 0 6 229 29 AudioSound::configure_filters 0 1 75 0
69
virtual bool AudioSound::configure_filters(FilterProperties *config);

181 6 status 0 6 229 18 AudioSound::status 0 1 76 0
67
virtual AudioSound::SoundStatus AudioSound::status(void) const = 0;

182 6 output 0 6 229 18 AudioSound::output 0 1 77 0
52
virtual void AudioSound::output(ostream &out) const;

183 5 write 0 6 229 17 AudioSound::write 0 1 78 0
51
virtual void AudioSound::write(ostream &out) const;

184 14 get_class_type 0 4 229 26 AudioSound::get_class_type 0 1 79 0
51
static TypeHandle AudioSound::get_class_type(void);

185 15 getSpeakerSetup 0 6 231 29 AudioManager::getSpeakerSetup 0 1 80 0
48
virtual int AudioManager::getSpeakerSetup(void);

186 15 setSpeakerSetup 0 6 231 29 AudioManager::setSpeakerSetup 0 1 81 0
82
virtual void AudioManager::setSpeakerSetup(AudioManager::SpeakerModeCategory cat);

187 17 configure_filters 0 6 231 31 AudioManager::configure_filters 0 1 82 0
71
virtual bool AudioManager::configure_filters(FilterProperties *config);

188 19 create_AudioManager 0 4 231 33 AudioManager::create_AudioManager 0 1 83 315
// Create an AudioManager for each category of sounds you have.
// E.g.
//   MySoundEffects = create_AudioManager::AudioManager();
//   MyMusicManager = create_AudioManager::AudioManager();
//   ...
//   my_sound = MySoundEffects.get_sound("neatSfx.mp3");
//   my_music = MyMusicManager.get_sound("introTheme.mid");
73
static PointerTo< AudioManager > AudioManager::create_AudioManager(void);

189 8 shutdown 0 6 231 22 AudioManager::shutdown 0 1 84 0
42
virtual void AudioManager::shutdown(void);

190 8 is_valid 0 6 231 22 AudioManager::is_valid 0 1 85 411
// If you're interested in knowing whether this audio manager
// is valid, here's the call to do it.  It is not necessary
// to check whether the audio manager is valid before making other
// calls.  You are free to use an invalid sound manager, you
// may get silent sounds from it though.  The sound manager and
// the sounds it creates should not crash the application even
// when the objects are not valid.
46
virtual bool AudioManager::is_valid(void) = 0;

191 9 get_sound 0 6 231 23 AudioManager::get_sound 0 6 86 87 88 89 90 91 32
// Get a sound:

// Get a sound:
280
virtual PointerTo< AudioSound > AudioManager::get_sound(basic_string< char > const &file_name, bool positional = (0), int mode = (SM_heuristic)) = 0;
virtual PointerTo< AudioSound > AudioManager::get_sound(MovieAudio *source, bool positional = (0), int mode = (SM_heuristic)) = 0;

192 14 get_null_sound 0 4 231 28 AudioManager::get_null_sound 0 1 92 0
59
PointerTo< AudioSound > AudioManager::get_null_sound(void);

193 13 uncache_sound 0 6 231 27 AudioManager::uncache_sound 0 1 93 281
// Tell the AudioManager there is no need to keep this one cached.
// This doesn't break any connection between AudioSounds that have
// already given by get_sound() from this manager.  It's
// only affecting whether the AudioManager keeps a copy of the sound
// in its pool/cache.
84
virtual void AudioManager::uncache_sound(basic_string< char > const &file_name) = 0;

194 11 clear_cache 0 6 231 25 AudioManager::clear_cache 0 1 94 281
// Tell the AudioManager there is no need to keep this one cached.
// This doesn't break any connection between AudioSounds that have
// already given by get_sound() from this manager.  It's
// only affecting whether the AudioManager keeps a copy of the sound
// in its pool/cache.
49
virtual void AudioManager::clear_cache(void) = 0;

195 15 set_cache_limit 0 6 231 29 AudioManager::set_cache_limit 0 1 95 0
67
virtual void AudioManager::set_cache_limit(unsigned int count) = 0;

196 15 get_cache_limit 0 6 231 29 AudioManager::get_cache_limit 0 1 96 0
67
virtual unsigned int AudioManager::get_cache_limit(void) const = 0;

197 10 set_volume 0 6 231 24 AudioManager::set_volume 0 1 97 206
// Control volume:
// FYI:
//   If you start a sound with the volume off and turn the volume 
//   up later, you'll hear the sound playing at that late point.
// 0 = minimum; 1.0 = maximum.
// inits to 1.0.
56
virtual void AudioManager::set_volume(float volume) = 0;

198 10 get_volume 0 6 231 24 AudioManager::get_volume 0 1 98 206
// Control volume:
// FYI:
//   If you start a sound with the volume off and turn the volume 
//   up later, you'll hear the sound playing at that late point.
// 0 = minimum; 1.0 = maximum.
// inits to 1.0.
55
virtual float AudioManager::get_volume(void) const = 0;

199 10 set_active 0 6 231 24 AudioManager::set_active 0 1 99 362
// Turn the manager on or off.
// If you play a sound while the manager is inactive, it won't start.
// If you deactivate the manager while sounds are playing, they'll
// stop.
// If you activate the manager while looping sounds are playing
// (those that have a loop_count of zero),
// they will start playing from the beginning of their loop.
// inits to true.
53
virtual void AudioManager::set_active(bool flag) = 0;

200 10 get_active 0 6 231 24 AudioManager::get_active 0 1 100 362
// Turn the manager on or off.
// If you play a sound while the manager is inactive, it won't start.
// If you deactivate the manager while sounds are playing, they'll
// stop.
// If you activate the manager while looping sounds are playing
// (those that have a loop_count of zero),
// they will start playing from the beginning of their loop.
// inits to true.
54
virtual bool AudioManager::get_active(void) const = 0;

201 26 set_concurrent_sound_limit 0 6 231 40 AudioManager::set_concurrent_sound_limit 0 2 101 102 347
// This controls the number of sounds that you allow at once.  This
// is more of a user choice -- it avoids talk over and the creation
// of a cacophony.
// It can also be used to help performance.
// 0 == unlimited.
// 1 == mutually exclusive (one sound at a time).  Which is an example of:
// n == allow n sounds to be playing at the same time.
84
virtual void AudioManager::set_concurrent_sound_limit(unsigned int limit = (0)) = 0;

202 26 get_concurrent_sound_limit 0 6 231 40 AudioManager::get_concurrent_sound_limit 0 1 103 347
// This controls the number of sounds that you allow at once.  This
// is more of a user choice -- it avoids talk over and the creation
// of a cacophony.
// It can also be used to help performance.
// 0 == unlimited.
// 1 == mutually exclusive (one sound at a time).  Which is an example of:
// n == allow n sounds to be playing at the same time.
78
virtual unsigned int AudioManager::get_concurrent_sound_limit(void) const = 0;

203 24 reduce_sounds_playing_to 0 6 231 38 AudioManager::reduce_sounds_playing_to 0 1 104 371
// This is likely to be a utility function for the concurrent_sound_limit
// options.  It is exposed as an API, because it's reasonable that it
// may be useful to be here.  It reduces the number of concurrently
// playing sounds to count by some implementation specific means.
// If the number of sounds currently playing is at or below count then
// there is no effect.
76
virtual void AudioManager::reduce_sounds_playing_to(unsigned int count) = 0;

204 15 stop_all_sounds 0 6 231 29 AudioManager::stop_all_sounds 0 1 105 182
// Stop playback on all sounds managed by this manager.
// This is effectively the same as reduce_sounds_playing_to(0), but
// this call may be for efficient on some implementations.
53
virtual void AudioManager::stop_all_sounds(void) = 0;

205 6 update 0 6 231 20 AudioManager::update 0 1 106 79
// This should be called every frame.  Failure to call could
// cause problems.
40
virtual void AudioManager::update(void);

206 32 audio_3d_set_listener_attributes 0 6 231 46 AudioManager::audio_3d_set_listener_attributes 0 1 107 327
// This controls the "set of ears" that listens to 3D spacialized sound
// px, py, pz are position coordinates. 
// vx, vy, vz are a velocity vector in UNITS PER SECOND (default: meters). 
// fx, fy and fz are the respective components of a unit forward-vector
// ux, uy and uz are the respective components of a unit up-vector
180
virtual void AudioManager::audio_3d_set_listener_attributes(float px, float py, float pz, float vx, float vy, float vz, float fx, float fy, float fz, float ux, float uy, float uz);

207 32 audio_3d_get_listener_attributes 0 6 231 46 AudioManager::audio_3d_get_listener_attributes 0 0 0
192
virtual void AudioManager::audio_3d_get_listener_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz, float *fx, float *fy, float *fz, float *ux, float *uy, float *uz);

208 28 audio_3d_set_distance_factor 0 6 231 42 AudioManager::audio_3d_set_distance_factor 0 1 108 261
// Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0
// Fmod uses meters internally, so give a float in Units-per meter
// Don't know what Miles uses.
// Default is 1.0 which is adjust in panda to be feet.
70
virtual void AudioManager::audio_3d_set_distance_factor(float factor);

209 28 audio_3d_get_distance_factor 0 6 231 42 AudioManager::audio_3d_get_distance_factor 0 1 109 261
// Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0
// Fmod uses meters internally, so give a float in Units-per meter
// Don't know what Miles uses.
// Default is 1.0 which is adjust in panda to be feet.
69
virtual float AudioManager::audio_3d_get_distance_factor(void) const;

210 27 audio_3d_set_doppler_factor 0 6 231 41 AudioManager::audio_3d_set_doppler_factor 0 1 110 125
// Control the presence of the Doppler effect. Default is 1.0
// Exaggerated Doppler, use >1.0
// Diminshed Doppler, use <1.0
69
virtual void AudioManager::audio_3d_set_doppler_factor(float factor);

211 27 audio_3d_get_doppler_factor 0 6 231 41 AudioManager::audio_3d_get_doppler_factor 0 1 111 125
// Control the presence of the Doppler effect. Default is 1.0
// Exaggerated Doppler, use >1.0
// Diminshed Doppler, use <1.0
68
virtual float AudioManager::audio_3d_get_doppler_factor(void) const;

212 28 audio_3d_set_drop_off_factor 0 6 231 42 AudioManager::audio_3d_set_drop_off_factor 0 1 112 157
// Exaggerate or diminish the effect of distance on sound. Default is 1.0
// Valid range is 0 to 10
// Faster drop off, use >1.0
// Slower drop off, use <1.0
70
virtual void AudioManager::audio_3d_set_drop_off_factor(float factor);

213 28 audio_3d_get_drop_off_factor 0 6 231 42 AudioManager::audio_3d_get_drop_off_factor 0 1 113 157
// Exaggerate or diminish the effect of distance on sound. Default is 1.0
// Valid range is 0 to 10
// Faster drop off, use >1.0
// Slower drop off, use <1.0
69
virtual float AudioManager::audio_3d_get_drop_off_factor(void) const;

214 16 get_dls_pathname 0 4 231 30 AudioManager::get_dls_pathname 0 1 114 0
53
static Filename AudioManager::get_dls_pathname(void);

215 6 output 0 6 231 20 AudioManager::output 0 1 115 0
54
virtual void AudioManager::output(ostream &out) const;

216 5 write 0 6 231 19 AudioManager::write 0 1 116 0
53
virtual void AudioManager::write(ostream &out) const;

217 25 set_speaker_configuration 0 6 231 39 AudioManager::set_speaker_configuration 0 9 117 118 119 120 121 122 123 124 125 52
// set_speaker_configuration is a Miles only method.
379
virtual void AudioManager::set_speaker_configuration(LVecBase3f *speaker1, LVecBase3f *speaker2 = ((void *)(0)), LVecBase3f *speaker3 = ((void *)(0)), LVecBase3f *speaker4 = ((void *)(0)), LVecBase3f *speaker5 = ((void *)(0)), LVecBase3f *speaker6 = ((void *)(0)), LVecBase3f *speaker7 = ((void *)(0)), LVecBase3f *speaker8 = ((void *)(0)), LVecBase3f *speaker9 = ((void *)(0)));

218 14 get_class_type 0 4 231 28 AudioManager::get_class_type 0 1 126 0
53
static TypeHandle AudioManager::get_class_type(void);

219 16 AudioLoadRequest 0 4 235 34 AudioLoadRequest::AudioLoadRequest 0 1 127 842
// Filename: audioLoadRequest.I
// Created by:  drose (29Aug06)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::Constructor
//       Access: Published
//  Description: Create a new AudioLoadRequest, and add it to the loader
//               via load_async(), to begin an asynchronous load.
////////////////////////////////////////////////////////////////////
126
inline AudioLoadRequest::AudioLoadRequest(AudioManager *audio_manager, basic_string< char > const &filename, bool positional);

220 17 get_audio_manager 0 4 235 35 AudioLoadRequest::get_audio_manager 0 1 128 328
////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_audio_manager
//       Access: Published
//  Description: Returns the AudioManager that will serve this
//               asynchronous AudioLoadRequest.
////////////////////////////////////////////////////////////////////
69
inline AudioManager *AudioLoadRequest::get_audio_manager(void) const;

221 12 get_filename 0 4 235 30 AudioLoadRequest::get_filename 0 1 129 319
////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_filename
//       Access: Published
//  Description: Returns the filename associated with this
//               asynchronous AudioLoadRequest.
////////////////////////////////////////////////////////////////////
78
inline basic_string< char > const &AudioLoadRequest::get_filename(void) const;

222 14 get_positional 0 4 235 32 AudioLoadRequest::get_positional 0 1 130 328
////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_positional
//       Access: Published
//  Description: Returns the positional flag associated with this
//               asynchronous AudioLoadRequest.
////////////////////////////////////////////////////////////////////
57
inline bool AudioLoadRequest::get_positional(void) const;

223 8 is_ready 0 4 235 26 AudioLoadRequest::is_ready 0 1 131 416
////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::is_ready
//       Access: Published
//  Description: Returns true if this request has completed, false if
//               it is still pending.  When this returns true, you may
//               retrieve the sound loaded by calling get_sound().
////////////////////////////////////////////////////////////////////
51
inline bool AudioLoadRequest::is_ready(void) const;

224 9 get_sound 0 4 235 27 AudioLoadRequest::get_sound 0 1 132 410
////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_sound
//       Access: Published
//  Description: Returns the sound that was loaded asynchronously, if
//               any, or NULL if there was an error.  It is an error
//               to call this unless is_ready() returns true.
////////////////////////////////////////////////////////////////////
59
inline AudioSound *AudioLoadRequest::get_sound(void) const;

225 14 get_class_type 0 4 235 32 AudioLoadRequest::get_class_type 0 1 133 0
57
static TypeHandle AudioLoadRequest::get_class_type(void);

226 17 ~AudioLoadRequest 0 4 235 35 AudioLoadRequest::~AudioLoadRequest 0 0 0
42
AudioLoadRequest::~AudioLoadRequest(void);

133
1 14 Dtool_M_1lijEN 0 7 3 237 0 14 Dtool_M_1lijEN 0 0 
2 14 Dtool_M_1lk3Vr 0 4 4 238 0 14 Dtool_M_1lk3Vr 745 // Filename: filterProperties.I
// Created by: jyelon (01Aug2007)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::clear
//      Access: Published
// Description: Removes all DSP postprocessing.
//////////////////////////////////////////////////////////////////// 1 4 this 3 237  
3 14 Dtool_M_1lB4GQ 0 4 5 238 0 14 Dtool_M_1lB4GQ 277 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::apply_lowpass
//      Access: Published
// Description: Add a lowpass filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 3 4 this 3 237  11 cutoff_freq 1 239  11 resonance_q 1 239  
4 14 Dtool_M_1l_Crd 0 4 6 238 0 14 Dtool_M_1l_Crd 277 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_highpass
//      Access: Published
// Description: Add a highpass filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 3 4 this 3 237  11 cutoff_freq 1 239  11 resonance_q 1 239  
5 14 Dtool_M_1lDehi 0 4 7 238 0 14 Dtool_M_1lDehi 269 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_echo
//      Access: Published
// Description: Add a echo filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 5 4 this 3 237  6 drymix 1 239  6 wetmix 1 239  5 delay 1 239  10 decayratio 1 239  
6 14 Dtool_M_1lssQI 0 4 8 238 0 14 Dtool_M_1lssQI 273 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_flange
//      Access: Published
// Description: Add a flange filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 5 4 this 3 237  6 drymix 1 239  6 wetmix 1 239  5 depth 1 239  4 rate 1 239  
7 14 Dtool_M_1lRVS0 0 4 9 238 0 14 Dtool_M_1lRVS0 275 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_distort
//      Access: Published
// Description: Add a distort filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 2 4 this 3 237  5 level 1 239  
8 14 Dtool_M_1lS5bH 0 4 10 238 0 14 Dtool_M_1lS5bH 279 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_normalize
//      Access: Published
// Description: Add a normalize filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 4 4 this 3 237  8 fadetime 1 239  9 threshold 1 239  6 maxamp 1 239  
9 14 Dtool_M_1lr_bf 0 4 11 238 0 14 Dtool_M_1lr_bf 275 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_parameq
//      Access: Published
// Description: Add a parameq filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 4 4 this 3 237  11 center_freq 1 239  9 bandwidth 1 239  4 gain 1 239  
10 14 Dtool_M_1lSrBA 0 4 12 238 0 14 Dtool_M_1lSrBA 281 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_pitchshift
//      Access: Published
// Description: Add a pitchshift filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 4 4 this 3 237  5 pitch 1 239  7 fftsize 1 239  7 overlap 1 239  
11 14 Dtool_M_1l7lmz 0 4 13 238 0 14 Dtool_M_1l7lmz 273 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_chorus
//      Access: Published
// Description: Add a chorus filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 8 4 this 3 237  6 drymix 1 239  4 wet1 1 239  4 wet2 1 239  4 wet3 1 239  5 delay 1 239  4 rate 1 239  5 depth 1 239  
12 14 Dtool_M_1lTAgI 0 4 14 238 0 14 Dtool_M_1lTAgI 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 15 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  11 reverblevel 1 239  11 reverbdelay 1 239  9 diffusion 1 239  7 density 1 239  11 hfreference 1 239  6 roomlf 1 239  11 lfreference 1 239  
13 14 Dtool_M_1l97u3 0 4 14 238 0 14 Dtool_M_1l97u3 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 14 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  11 reverblevel 1 239  11 reverbdelay 1 239  9 diffusion 1 239  7 density 1 239  11 hfreference 1 239  6 roomlf 1 239  
14 14 Dtool_M_1lTd_C 0 4 14 238 0 14 Dtool_M_1lTd_C 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 13 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  11 reverblevel 1 239  11 reverbdelay 1 239  9 diffusion 1 239  7 density 1 239  11 hfreference 1 239  
15 14 Dtool_M_1lnoy_ 0 4 14 238 0 14 Dtool_M_1lnoy_ 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 12 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  11 reverblevel 1 239  11 reverbdelay 1 239  9 diffusion 1 239  7 density 1 239  
16 14 Dtool_M_1lraws 0 4 14 238 0 14 Dtool_M_1lraws 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 11 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  11 reverblevel 1 239  11 reverbdelay 1 239  9 diffusion 1 239  
17 14 Dtool_M_1l206f 0 4 14 238 0 14 Dtool_M_1l206f 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 10 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  11 reverblevel 1 239  11 reverbdelay 1 239  
18 14 Dtool_M_1lgw1T 0 4 14 238 0 14 Dtool_M_1lgw1T 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 9 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  11 reverblevel 1 239  
19 14 Dtool_M_1lx8dg 0 4 14 238 0 14 Dtool_M_1lx8dg 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 8 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  16 reflectionsdelay 1 239  
20 14 Dtool_M_1lfD8v 0 4 14 238 0 14 Dtool_M_1lfD8v 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 7 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  16 reflectionslevel 1 239  
21 14 Dtool_M_1lTNUi 0 4 14 238 0 14 Dtool_M_1lTNUi 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 6 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  12 decayhfratio 1 239  
22 14 Dtool_M_1lgtQg 0 4 14 238 0 14 Dtool_M_1lgtQg 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 5 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  9 decaytime 1 239  
23 14 Dtool_M_1lmTqp 0 4 14 238 0 14 Dtool_M_1lmTqp 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 4 4 this 3 237  8 drylevel 1 239  4 room 1 239  6 roomhf 1 239  
24 14 Dtool_M_1lqOSh 0 4 14 238 0 14 Dtool_M_1lqOSh 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 3 4 this 3 237  8 drylevel 1 239  4 room 1 239  
25 14 Dtool_M_1lYI6G 0 4 14 238 0 14 Dtool_M_1lYI6G 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 2 4 this 3 237  8 drylevel 1 239  
26 14 Dtool_M_1lQHfy 0 4 14 238 0 14 Dtool_M_1lQHfy 276 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_sfxreverb
//      Access: Published
// Description: Add a reverb filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 1 4 this 3 237  
27 14 Dtool_M_1lF294 0 4 15 238 0 14 Dtool_M_1lF294 277 ////////////////////////////////////////////////////////////////////
//    Function: FilterProperties::add_compress
//      Access: Published
// Description: Add a compress filter to the end of the DSP chain.
//////////////////////////////////////////////////////////////////// 5 4 this 3 237  9 threshold 1 239  6 attack 1 239  7 release 1 239  10 gainmakeup 1 239  
28 14 Dtool_M_1lAp3V 0 7 16 241 0 14 Dtool_M_1lAp3V 0 0 
29 14 Dtool_M_1l_vhh 0 4 18 238 0 14 Dtool_M_1l_vhh 359 // For best compatibility, set the loop_count,
// volume, and balance, prior to calling play().  You may
// set them while they're playing, but it's implementation
// specific whether you get the results.
// - Calling play() a second time on the same sound before it is
//   finished will start the sound again (creating a skipping or
//   stuttering effect). 1 4 this 3 242  
30 14 Dtool_M_1ldOiG 0 4 19 238 0 14 Dtool_M_1ldOiG 359 // For best compatibility, set the loop_count,
// volume, and balance, prior to calling play().  You may
// set them while they're playing, but it's implementation
// specific whether you get the results.
// - Calling play() a second time on the same sound before it is
//   finished will start the sound again (creating a skipping or
//   stuttering effect). 1 4 this 3 242  
31 14 Dtool_M_1lsQm7 0 4 20 238 0 14 Dtool_M_1lsQm7 67 // loop: false = play once; true = play forever.
// inits to false. 2 4 this 3 242  4 loop 1 243  
32 14 Dtool_M_1lepXp 0 4 20 238 0 14 Dtool_M_1lepXp 67 // loop: false = play once; true = play forever.
// inits to false. 1 4 this 3 242  
33 14 Dtool_M_1lk9fo 0 6 21 243 0 14 Dtool_M_1lk9fo 67 // loop: false = play once; true = play forever.
// inits to false. 1 4 this 3 244  
34 14 Dtool_M_1lZahU 0 4 22 238 0 14 Dtool_M_1lZahU 75 // loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1. 2 4 this 3 242  10 loop_count 1 246  
35 14 Dtool_M_1lVL64 0 4 22 238 0 14 Dtool_M_1lVL64 75 // loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1. 1 4 this 3 242  
36 14 Dtool_M_1lUTas 0 6 23 246 0 14 Dtool_M_1lUTas 75 // loop_count: 0 = forever; 1 = play once; n = play n times.
// inits to 1. 1 4 this 3 244  
37 14 Dtool_M_1lsxJX 0 4 24 238 0 14 Dtool_M_1lsxJX 688 // Control time position within the sound.
// This is similar (in concept) to the seek position within
// a file.
// time in seconds: 0 = beginning; length() = end.
// inits to 0.0.
// - The current time position will not change while the sound is
//   playing; you must call play() again to effect the change.  To
//   play the same sound from a time offset a second time,
//   explicitly set the time position again.  When looping, the
//   second and later loops will start from the beginning of the
//   sound.
// - If a sound is playing, calling get_time() repeatedly will
//   return different results over time.  e.g.:
//   PN_stdfloat percent_complete = s.get_time() / s.length(); 2 4 this 3 242  10 start_time 1 239  
38 14 Dtool_M_1l2n_4 0 4 24 238 0 14 Dtool_M_1l2n_4 688 // Control time position within the sound.
// This is similar (in concept) to the seek position within
// a file.
// time in seconds: 0 = beginning; length() = end.
// inits to 0.0.
// - The current time position will not change while the sound is
//   playing; you must call play() again to effect the change.  To
//   play the same sound from a time offset a second time,
//   explicitly set the time position again.  When looping, the
//   second and later loops will start from the beginning of the
//   sound.
// - If a sound is playing, calling get_time() repeatedly will
//   return different results over time.  e.g.:
//   PN_stdfloat percent_complete = s.get_time() / s.length(); 1 4 this 3 242  
39 14 Dtool_M_1lhsI4 0 6 25 239 0 14 Dtool_M_1lhsI4 688 // Control time position within the sound.
// This is similar (in concept) to the seek position within
// a file.
// time in seconds: 0 = beginning; length() = end.
// inits to 0.0.
// - The current time position will not change while the sound is
//   playing; you must call play() again to effect the change.  To
//   play the same sound from a time offset a second time,
//   explicitly set the time position again.  When looping, the
//   second and later loops will start from the beginning of the
//   sound.
// - If a sound is playing, calling get_time() repeatedly will
//   return different results over time.  e.g.:
//   PN_stdfloat percent_complete = s.get_time() / s.length(); 1 4 this 3 244  
40 14 Dtool_M_1le1I3 0 4 26 238 0 14 Dtool_M_1le1I3 47 // 0 = minimum; 1.0 = maximum.
// inits to 1.0. 2 4 this 3 242  6 volume 1 239  
41 14 Dtool_M_1l7_nT 0 4 26 238 0 14 Dtool_M_1l7_nT 47 // 0 = minimum; 1.0 = maximum.
// inits to 1.0. 1 4 this 3 242  
42 14 Dtool_M_1lzxr3 0 6 27 239 0 14 Dtool_M_1lzxr3 47 // 0 = minimum; 1.0 = maximum.
// inits to 1.0. 1 4 this 3 244  
43 14 Dtool_M_1lnpIq 0 4 28 238 0 14 Dtool_M_1lnpIq 77 // -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0. 2 4 this 3 242  13 balance_right 1 239  
44 14 Dtool_M_1lJ3_4 0 4 28 238 0 14 Dtool_M_1lJ3_4 77 // -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0. 1 4 this 3 242  
45 14 Dtool_M_1lwRl7 0 6 29 239 0 14 Dtool_M_1lwRl7 77 // -1.0 is hard left
// 0.0 is centered
// 1.0 is hard right
// inits to 0.0. 1 4 this 3 244  
46 14 Dtool_M_1lE6kx 0 4 30 238 0 14 Dtool_M_1lE6kx 64 // play_rate is any positive PN_stdfloat value.
// inits to 1.0. 2 4 this 3 242  9 play_rate 1 239  
47 14 Dtool_M_1lgAS1 0 4 30 238 0 14 Dtool_M_1lgAS1 64 // play_rate is any positive PN_stdfloat value.
// inits to 1.0. 1 4 this 3 242  
48 14 Dtool_M_1lSK3c 0 6 31 239 0 14 Dtool_M_1lSK3c 64 // play_rate is any positive PN_stdfloat value.
// inits to 1.0. 1 4 this 3 244  
49 14 Dtool_M_1l_M0J 0 4 32 238 0 14 Dtool_M_1l_M0J 28 // inits to manager's state. 2 4 this 3 242  4 flag 1 243  
50 14 Dtool_M_1lTHGV 0 4 32 238 0 14 Dtool_M_1lTHGV 28 // inits to manager's state. 1 4 this 3 242  
51 14 Dtool_M_1lyDK5 0 6 33 243 0 14 Dtool_M_1lyDK5 28 // inits to manager's state. 1 4 this 3 244  
52 14 Dtool_M_1lkLpd 0 4 34 238 0 14 Dtool_M_1lkLpd 126 // Set (or clear) the event that will be thrown when the sound
// finishes playing.  To clear the event, pass an empty string. 2 4 this 3 242  5 event 1 247  
53 14 Dtool_M_1lyGD1 0 6 35 247 0 14 Dtool_M_1lyGD1 126 // Set (or clear) the event that will be thrown when the sound
// finishes playing.  To clear the event, pass an empty string. 1 4 this 3 244  
54 14 Dtool_M_1l10F5 0 6 36 247 0 14 Dtool_M_1l10F5 47 // There is no set_name(), this is intentional. 1 4 this 3 244  
55 14 Dtool_M_1l1TDx 0 6 37 239 0 14 Dtool_M_1l1TDx 35 // return: playing time in seconds. 1 4 this 3 244  
56 14 Dtool_M_1lOwRY 0 4 38 238 0 14 Dtool_M_1lOwRY 177 // Controls the position of this sound's emitter.
// px, py and pz are the emitter's position.
// vx, vy and vz are the emitter's velocity in UNITS PER SECOND (default: meters). 7 4 this 3 242  2 px 1 239  2 py 1 239  2 pz 1 239  2 vx 1 239  2 vy 1 239  2 vz 1 239  
57 14 Dtool_M_1lkQiv 0 4 40 238 0 14 Dtool_M_1lkQiv 175 // Controls the distance (in units) that this sound begins to fall off.
// Also affects the rate it falls off.
// Default is 1.0
// Closer/Faster, <1.0
// Farther/Slower, >1.0 2 4 this 3 242  4 dist 1 239  
58 14 Dtool_M_1lO2dr 0 6 41 239 0 14 Dtool_M_1lO2dr 175 // Controls the distance (in units) that this sound begins to fall off.
// Also affects the rate it falls off.
// Default is 1.0
// Closer/Faster, <1.0
// Farther/Slower, >1.0 1 4 this 3 244  
59 14 Dtool_M_1lq_vO 0 4 42 238 0 14 Dtool_M_1lq_vO 222 // Controls the maximum distance (in units) that this sound stops falling off.
// The sound does not stop at that point, it just doesn't get any quieter.
// You should rarely need to adjust this.
// Default is 1000000000.0 2 4 this 3 242  4 dist 1 239  
60 14 Dtool_M_1lMIqK 0 6 43 239 0 14 Dtool_M_1lMIqK 222 // Controls the maximum distance (in units) that this sound stops falling off.
// The sound does not stop at that point, it just doesn't get any quieter.
// You should rarely need to adjust this.
// Default is 1000000000.0 1 4 this 3 244  
61 14 Dtool_M_1lgKBm 0 6 44 239 0 14 Dtool_M_1lgKBm 314 // *_speaker_mix and *_speaker_level(s) serve the same purpose.
// *_speaker_mix is for use with FMOD.
// *_speaker_level(s) is for use with Miles.
// Both interfaces exist because of a significant difference in the
// two APIs.  Hopefully the difference can be reconciled into a single
// interface at some point. 2 4 this 3 242  7 speaker 1 248  
62 14 Dtool_M_1l7IMU 0 4 45 238 0 14 Dtool_M_1l7IMU 314 // *_speaker_mix and *_speaker_level(s) serve the same purpose.
// *_speaker_mix is for use with FMOD.
// *_speaker_level(s) is for use with Miles.
// Both interfaces exist because of a significant difference in the
// two APIs.  Hopefully the difference can be reconciled into a single
// interface at some point. 9 4 this 3 242  9 frontleft 1 239  10 frontright 1 239  6 center 1 239  3 sub 1 239  8 backleft 1 239  9 backright 1 239  8 sideleft 1 239  9 sideright 1 239  
63 14 Dtool_M_1lBoqv 0 6 46 239 0 14 Dtool_M_1lBoqv 0 2 4 this 3 242  5 index 1 248  
64 14 Dtool_M_1lny4l 0 4 47 238 0 14 Dtool_M_1lny4l 0 10 4 this 3 242  6 level1 1 239  6 level2 1 239  6 level3 1 239  6 level4 1 239  6 level5 1 239  6 level6 1 239  6 level7 1 239  6 level8 1 239  6 level9 1 239  
65 14 Dtool_M_1l7xhL 0 4 47 238 0 14 Dtool_M_1l7xhL 0 9 4 this 3 242  6 level1 1 239  6 level2 1 239  6 level3 1 239  6 level4 1 239  6 level5 1 239  6 level6 1 239  6 level7 1 239  6 level8 1 239  
66 14 Dtool_M_1lRQ7p 0 4 47 238 0 14 Dtool_M_1lRQ7p 0 8 4 this 3 242  6 level1 1 239  6 level2 1 239  6 level3 1 239  6 level4 1 239  6 level5 1 239  6 level6 1 239  6 level7 1 239  
67 14 Dtool_M_1l6fbA 0 4 47 238 0 14 Dtool_M_1l6fbA 0 7 4 this 3 242  6 level1 1 239  6 level2 1 239  6 level3 1 239  6 level4 1 239  6 level5 1 239  6 level6 1 239  
68 14 Dtool_M_1lmEB6 0 4 47 238 0 14 Dtool_M_1lmEB6 0 6 4 this 3 242  6 level1 1 239  6 level2 1 239  6 level3 1 239  6 level4 1 239  6 level5 1 239  
69 14 Dtool_M_1leJ_T 0 4 47 238 0 14 Dtool_M_1leJ_T 0 5 4 this 3 242  6 level1 1 239  6 level2 1 239  6 level3 1 239  6 level4 1 239  
70 14 Dtool_M_1leTS6 0 4 47 238 0 14 Dtool_M_1leTS6 0 4 4 this 3 242  6 level1 1 239  6 level2 1 239  6 level3 1 239  
71 14 Dtool_M_1lk4Ci 0 4 47 238 0 14 Dtool_M_1lk4Ci 0 3 4 this 3 242  6 level1 1 239  6 level2 1 239  
72 14 Dtool_M_1lsaQ7 0 4 47 238 0 14 Dtool_M_1lsaQ7 0 2 4 this 3 242  6 level1 1 239  
73 14 Dtool_M_1lcxQw 0 6 48 248 0 14 Dtool_M_1lcxQw 0 1 4 this 3 242  
74 14 Dtool_M_1lwzLG 0 4 49 238 0 14 Dtool_M_1lwzLG 0 2 4 this 3 242  8 priority 1 248  
75 14 Dtool_M_1lhoiO 0 6 50 243 0 14 Dtool_M_1lhoiO 0 2 4 this 3 242  6 config 1 237  
76 14 Dtool_M_1lmGiV 0 6 52 230 0 14 Dtool_M_1lmGiV 0 1 4 this 3 244  
77 14 Dtool_M_1lhT27 0 4 53 238 0 14 Dtool_M_1lhT27 0 2 4 this 3 244  3 out 1 249  
78 14 Dtool_M_1l85SL 0 4 54 238 0 14 Dtool_M_1l85SL 0 2 4 this 3 244  3 out 1 249  
79 14 Dtool_M_1lwXI1 0 7 55 241 0 14 Dtool_M_1lwXI1 0 0 
80 14 Dtool_M_1l30SK 0 6 60 248 0 14 Dtool_M_1l30SK 0 1 4 this 3 251  
81 14 Dtool_M_1lWsSe 0 4 61 238 0 14 Dtool_M_1lWsSe 0 2 4 this 3 251  3 cat 1 232  
82 14 Dtool_M_1lhUR_ 0 6 62 243 0 14 Dtool_M_1lhUR_ 0 2 4 this 3 251  6 config 1 237  
83 14 Dtool_M_1lvL8W 0 7 63 251 0 14 Dtool_M_1lvL8W 315 // Create an AudioManager for each category of sounds you have.
// E.g.
//   MySoundEffects = create_AudioManager::AudioManager();
//   MyMusicManager = create_AudioManager::AudioManager();
//   ...
//   my_sound = MySoundEffects.get_sound("neatSfx.mp3");
//   my_music = MyMusicManager.get_sound("introTheme.mid"); 0 
84 14 Dtool_M_1lHh1v 0 4 64 238 0 14 Dtool_M_1lHh1v 0 1 4 this 3 251  
85 14 Dtool_M_1lYnlD 0 6 65 243 0 14 Dtool_M_1lYnlD 411 // If you're interested in knowing whether this audio manager
// is valid, here's the call to do it.  It is not necessary
// to check whether the audio manager is valid before making other
// calls.  You are free to use an invalid sound manager, you
// may get silent sounds from it though.  The sound manager and
// the sounds it creates should not crash the application even
// when the objects are not valid. 1 4 this 3 251  
86 14 Dtool_M_1lA0bS 0 7 66 242 0 14 Dtool_M_1lA0bS 15 // Get a sound: 4 4 this 3 251  6 source 1 252  10 positional 1 243  4 mode 1 248  
87 14 Dtool_M_1lC3Ua 0 7 66 242 0 14 Dtool_M_1lC3Ua 15 // Get a sound: 3 4 this 3 251  6 source 1 252  10 positional 1 243  
88 14 Dtool_M_1lP8Fq 0 7 66 242 0 14 Dtool_M_1lP8Fq 15 // Get a sound: 2 4 this 3 251  6 source 1 252  
89 14 Dtool_M_1l02J_ 0 7 66 242 0 14 Dtool_M_1l02J_ 15 // Get a sound: 4 4 this 3 251  9 file_name 1 247  10 positional 1 243  4 mode 1 248  
90 14 Dtool_M_1lz8cY 0 7 66 242 0 14 Dtool_M_1lz8cY 15 // Get a sound: 3 4 this 3 251  9 file_name 1 247  10 positional 1 243  
91 14 Dtool_M_1lyCgN 0 7 66 242 0 14 Dtool_M_1lyCgN 15 // Get a sound: 2 4 this 3 251  9 file_name 1 247  
92 14 Dtool_M_1lo8vb 0 7 67 242 0 14 Dtool_M_1lo8vb 0 1 4 this 3 251  
93 14 Dtool_M_1lPTiB 0 4 68 238 0 14 Dtool_M_1lPTiB 281 // Tell the AudioManager there is no need to keep this one cached.
// This doesn't break any connection between AudioSounds that have
// already given by get_sound() from this manager.  It's
// only affecting whether the AudioManager keeps a copy of the sound
// in its pool/cache. 2 4 this 3 251  9 file_name 1 247  
94 14 Dtool_M_1lV3uV 0 4 69 238 0 14 Dtool_M_1lV3uV 281 // Tell the AudioManager there is no need to keep this one cached.
// This doesn't break any connection between AudioSounds that have
// already given by get_sound() from this manager.  It's
// only affecting whether the AudioManager keeps a copy of the sound
// in its pool/cache. 1 4 this 3 251  
95 14 Dtool_M_1lJsMW 0 4 70 238 0 14 Dtool_M_1lJsMW 0 2 4 this 3 251  5 count 1 254  
96 14 Dtool_M_1lZu93 0 6 71 254 0 14 Dtool_M_1lZu93 0 1 4 this 3 255  
97 14 Dtool_M_1lqSxW 0 4 72 238 0 14 Dtool_M_1lqSxW 206 // Control volume:
// FYI:
//   If you start a sound with the volume off and turn the volume 
//   up later, you'll hear the sound playing at that late point.
// 0 = minimum; 1.0 = maximum.
// inits to 1.0. 2 4 this 3 251  6 volume 1 239  
98 14 Dtool_M_1lr_Wv 0 6 73 239 0 14 Dtool_M_1lr_Wv 206 // Control volume:
// FYI:
//   If you start a sound with the volume off and turn the volume 
//   up later, you'll hear the sound playing at that late point.
// 0 = minimum; 1.0 = maximum.
// inits to 1.0. 1 4 this 3 255  
99 14 Dtool_M_1lJ_GE 0 4 74 238 0 14 Dtool_M_1lJ_GE 362 // Turn the manager on or off.
// If you play a sound while the manager is inactive, it won't start.
// If you deactivate the manager while sounds are playing, they'll
// stop.
// If you activate the manager while looping sounds are playing
// (those that have a loop_count of zero),
// they will start playing from the beginning of their loop.
// inits to true. 2 4 this 3 251  4 flag 1 243  
100 14 Dtool_M_1lb_cl 0 6 75 243 0 14 Dtool_M_1lb_cl 362 // Turn the manager on or off.
// If you play a sound while the manager is inactive, it won't start.
// If you deactivate the manager while sounds are playing, they'll
// stop.
// If you activate the manager while looping sounds are playing
// (those that have a loop_count of zero),
// they will start playing from the beginning of their loop.
// inits to true. 1 4 this 3 255  
101 14 Dtool_M_1l0VhR 0 4 76 238 0 14 Dtool_M_1l0VhR 347 // This controls the number of sounds that you allow at once.  This
// is more of a user choice -- it avoids talk over and the creation
// of a cacophony.
// It can also be used to help performance.
// 0 == unlimited.
// 1 == mutually exclusive (one sound at a time).  Which is an example of:
// n == allow n sounds to be playing at the same time. 2 4 this 3 251  5 limit 1 254  
102 14 Dtool_M_1lRuKw 0 4 76 238 0 14 Dtool_M_1lRuKw 347 // This controls the number of sounds that you allow at once.  This
// is more of a user choice -- it avoids talk over and the creation
// of a cacophony.
// It can also be used to help performance.
// 0 == unlimited.
// 1 == mutually exclusive (one sound at a time).  Which is an example of:
// n == allow n sounds to be playing at the same time. 1 4 this 3 251  
103 14 Dtool_M_1l4gS3 0 6 77 254 0 14 Dtool_M_1l4gS3 347 // This controls the number of sounds that you allow at once.  This
// is more of a user choice -- it avoids talk over and the creation
// of a cacophony.
// It can also be used to help performance.
// 0 == unlimited.
// 1 == mutually exclusive (one sound at a time).  Which is an example of:
// n == allow n sounds to be playing at the same time. 1 4 this 3 255  
104 14 Dtool_M_1lUjBl 0 4 78 238 0 14 Dtool_M_1lUjBl 371 // This is likely to be a utility function for the concurrent_sound_limit
// options.  It is exposed as an API, because it's reasonable that it
// may be useful to be here.  It reduces the number of concurrently
// playing sounds to count by some implementation specific means.
// If the number of sounds currently playing is at or below count then
// there is no effect. 2 4 this 3 251  5 count 1 254  
105 14 Dtool_M_1lBZTi 0 4 79 238 0 14 Dtool_M_1lBZTi 182 // Stop playback on all sounds managed by this manager.
// This is effectively the same as reduce_sounds_playing_to(0), but
// this call may be for efficient on some implementations. 1 4 this 3 251  
106 14 Dtool_M_1lgvhM 0 4 80 238 0 14 Dtool_M_1lgvhM 79 // This should be called every frame.  Failure to call could
// cause problems. 1 4 this 3 251  
107 14 Dtool_M_1lBiqK 0 4 81 238 0 14 Dtool_M_1lBiqK 327 // This controls the "set of ears" that listens to 3D spacialized sound
// px, py, pz are position coordinates. 
// vx, vy, vz are a velocity vector in UNITS PER SECOND (default: meters). 
// fx, fy and fz are the respective components of a unit forward-vector
// ux, uy and uz are the respective components of a unit up-vector 13 4 this 3 251  2 px 1 239  2 py 1 239  2 pz 1 239  2 vx 1 239  2 vy 1 239  2 vz 1 239  2 fx 1 239  2 fy 1 239  2 fz 1 239  2 ux 1 239  2 uy 1 239  2 uz 1 239  
108 14 Dtool_M_1lBlhR 0 4 83 238 0 14 Dtool_M_1lBlhR 261 // Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0
// Fmod uses meters internally, so give a float in Units-per meter
// Don't know what Miles uses.
// Default is 1.0 which is adjust in panda to be feet. 2 4 this 3 251  6 factor 1 239  
109 14 Dtool_M_1lhJ5G 0 6 84 239 0 14 Dtool_M_1lhJ5G 261 // Control the "relative scale that sets the distance factor" units for 3D spacialized audio. Default is 1.0
// Fmod uses meters internally, so give a float in Units-per meter
// Don't know what Miles uses.
// Default is 1.0 which is adjust in panda to be feet. 1 4 this 3 255  
110 14 Dtool_M_1lR8Fh 0 4 85 238 0 14 Dtool_M_1lR8Fh 125 // Control the presence of the Doppler effect. Default is 1.0
// Exaggerated Doppler, use >1.0
// Diminshed Doppler, use <1.0 2 4 this 3 251  6 factor 1 239  
111 14 Dtool_M_1lhs_N 0 6 86 239 0 14 Dtool_M_1lhs_N 125 // Control the presence of the Doppler effect. Default is 1.0
// Exaggerated Doppler, use >1.0
// Diminshed Doppler, use <1.0 1 4 this 3 255  
112 14 Dtool_M_1lQhOE 0 4 87 238 0 14 Dtool_M_1lQhOE 157 // Exaggerate or diminish the effect of distance on sound. Default is 1.0
// Valid range is 0 to 10
// Faster drop off, use >1.0
// Slower drop off, use <1.0 2 4 this 3 251  6 factor 1 239  
113 14 Dtool_M_1lV1m5 0 6 88 239 0 14 Dtool_M_1lV1m5 157 // Exaggerate or diminish the effect of distance on sound. Default is 1.0
// Valid range is 0 to 10
// Faster drop off, use >1.0
// Slower drop off, use <1.0 1 4 this 3 255  
114 14 Dtool_M_1lvzRi 0 7 89 258 0 14 Dtool_M_1lvzRi 0 0 
115 14 Dtool_M_1lvvgN 0 4 90 238 0 14 Dtool_M_1lvvgN 0 2 4 this 3 255  3 out 1 249  
116 14 Dtool_M_1l1L41 0 4 91 238 0 14 Dtool_M_1l1L41 0 2 4 this 3 255  3 out 1 249  
117 14 Dtool_M_1l0kBi 0 4 92 238 0 14 Dtool_M_1l0kBi 52 // set_speaker_configuration is a Miles only method. 10 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  8 speaker3 1 259  8 speaker4 1 259  8 speaker5 1 259  8 speaker6 1 259  8 speaker7 1 259  8 speaker8 1 259  8 speaker9 1 259  
118 14 Dtool_M_1larNz 0 4 92 238 0 14 Dtool_M_1larNz 52 // set_speaker_configuration is a Miles only method. 9 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  8 speaker3 1 259  8 speaker4 1 259  8 speaker5 1 259  8 speaker6 1 259  8 speaker7 1 259  8 speaker8 1 259  
119 14 Dtool_M_1luJu3 0 4 92 238 0 14 Dtool_M_1luJu3 52 // set_speaker_configuration is a Miles only method. 8 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  8 speaker3 1 259  8 speaker4 1 259  8 speaker5 1 259  8 speaker6 1 259  8 speaker7 1 259  
120 14 Dtool_M_1lzuyJ 0 4 92 238 0 14 Dtool_M_1lzuyJ 52 // set_speaker_configuration is a Miles only method. 7 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  8 speaker3 1 259  8 speaker4 1 259  8 speaker5 1 259  8 speaker6 1 259  
121 14 Dtool_M_1lr_3R 0 4 92 238 0 14 Dtool_M_1lr_3R 52 // set_speaker_configuration is a Miles only method. 6 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  8 speaker3 1 259  8 speaker4 1 259  8 speaker5 1 259  
122 14 Dtool_M_1lkCJy 0 4 92 238 0 14 Dtool_M_1lkCJy 52 // set_speaker_configuration is a Miles only method. 5 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  8 speaker3 1 259  8 speaker4 1 259  
123 14 Dtool_M_1l9hNz 0 4 92 238 0 14 Dtool_M_1l9hNz 52 // set_speaker_configuration is a Miles only method. 4 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  8 speaker3 1 259  
124 14 Dtool_M_1lFzQ3 0 4 92 238 0 14 Dtool_M_1lFzQ3 52 // set_speaker_configuration is a Miles only method. 3 4 this 3 251  8 speaker1 1 259  8 speaker2 1 259  
125 14 Dtool_M_1l63gH 0 4 92 238 0 14 Dtool_M_1l63gH 52 // set_speaker_configuration is a Miles only method. 2 4 this 3 251  8 speaker1 1 259  
126 14 Dtool_M_1lbs2a 0 7 93 241 0 14 Dtool_M_1lbs2a 0 0 
127 14 Dtool_M_1lsPCP 0 7 96 261 226 14 Dtool_M_1lsPCP 842 // Filename: audioLoadRequest.I
// Created by:  drose (29Aug06)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::Constructor
//       Access: Published
//  Description: Create a new AudioLoadRequest, and add it to the loader
//               via load_async(), to begin an asynchronous load.
//////////////////////////////////////////////////////////////////// 3 13 audio_manager 1 251  8 filename 1 247  10 positional 1 243  
128 14 Dtool_M_1ltvZa 0 7 97 251 0 14 Dtool_M_1ltvZa 328 ////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_audio_manager
//       Access: Published
//  Description: Returns the AudioManager that will serve this
//               asynchronous AudioLoadRequest.
//////////////////////////////////////////////////////////////////// 1 4 this 3 262  
129 14 Dtool_M_1lIxF9 0 6 98 247 0 14 Dtool_M_1lIxF9 319 ////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_filename
//       Access: Published
//  Description: Returns the filename associated with this
//               asynchronous AudioLoadRequest.
//////////////////////////////////////////////////////////////////// 1 4 this 3 262  
130 14 Dtool_M_1l__jM 0 6 99 243 0 14 Dtool_M_1l__jM 328 ////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_positional
//       Access: Published
//  Description: Returns the positional flag associated with this
//               asynchronous AudioLoadRequest.
//////////////////////////////////////////////////////////////////// 1 4 this 3 262  
131 14 Dtool_M_1lseCz 0 6 100 243 0 14 Dtool_M_1lseCz 416 ////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::is_ready
//       Access: Published
//  Description: Returns true if this request has completed, false if
//               it is still pending.  When this returns true, you may
//               retrieve the sound loaded by calling get_sound().
//////////////////////////////////////////////////////////////////// 1 4 this 3 262  
132 14 Dtool_M_1lUOQi 0 7 101 242 0 14 Dtool_M_1lUOQi 410 ////////////////////////////////////////////////////////////////////
//     Function: AudioLoadRequest::get_sound
//       Access: Published
//  Description: Returns the sound that was loaded asynchronously, if
//               any, or NULL if there was an error.  It is an error
//               to call this unless is_ready() returns true.
//////////////////////////////////////////////////////////////////// 1 4 this 3 262  
133 14 Dtool_M_1lz0Qm 0 7 102 241 0 14 Dtool_M_1lz0Qm 0 0 
38
227 16 FilterProperties 0 75777 16 FilterProperties 16 FilterProperties 0 0 0 1 134 0 0 13 135 136 137 138 139 140 141 142 143 144 145 146 147 0 0 1 0 228 0 0 0 0 243
////////////////////////////////////////////////////////////////////
//       Class : FilterProperties
// Description : Stores a configuration for a set of audio DSP filters.
////////////////////////////////////////////////////////////////////

228 19 TypedReferenceCount 0 2049 19 TypedReferenceCount 19 TypedReferenceCount 0 0 0 0 0 0 0 0 0 0 0 0 710
////////////////////////////////////////////////////////////////////
//       Class : TypedReferenceCount
// Description : A base class for things which need to inherit from
//               both TypedObject and from ReferenceCount.  It's
//               convenient to define this intermediate base class
//               instead of multiply inheriting from the two classes
//               each time they are needed, so that we can sensibly
//               pass around pointers to things which are both
//               TypedObjects and ReferenceCounters.
//               
//               See also TypedObject for detailed instructions.
////////////////////////////////////////////////////////////////////

229 10 AudioSound 0 75777 10 AudioSound 10 AudioSound 0 0 0 0 0 0 37 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 0 0 1 0 228 0 0 0 1 230 0

230 11 SoundStatus 0 794624 23 AudioSound::SoundStatus 23 AudioSound::SoundStatus 229 0 0 0 0 0 0 0 0 0 3 3 BAD 15 AudioSound::BAD 0 5 READY 17 AudioSound::READY 1 7 PLAYING 19 AudioSound::PLAYING 2 0 0

231 12 AudioManager 0 75777 12 AudioManager 12 AudioManager 0 0 0 0 0 0 34 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 0 0 1 0 228 0 0 0 3 232 233 234 0

232 19 SpeakerModeCategory 0 794624 33 AudioManager::SpeakerModeCategory 33 AudioManager::SpeakerModeCategory 231 0 0 0 0 0 0 0 0 0 9 15 SPEAKERMODE_raw 29 AudioManager::SPEAKERMODE_raw 0 16 SPEAKERMODE_mono 30 AudioManager::SPEAKERMODE_mono 1 18 SPEAKERMODE_stereo 32 AudioManager::SPEAKERMODE_stereo 2 16 SPEAKERMODE_quad 30 AudioManager::SPEAKERMODE_quad 3 20 SPEAKERMODE_surround 34 AudioManager::SPEAKERMODE_surround 4 19 SPEAKERMODE_5point1 33 AudioManager::SPEAKERMODE_5point1 5 19 SPEAKERMODE_7point1 33 AudioManager::SPEAKERMODE_7point1 6 15 SPEAKERMODE_max 29 AudioManager::SPEAKERMODE_max 7 17 SPEAKERMODE_COUNT 31 AudioManager::SPEAKERMODE_COUNT 8 0 0

233 9 SpeakerId 0 794624 23 AudioManager::SpeakerId 23 AudioManager::SpeakerId 231 0 0 0 0 0 0 0 0 0 10 8 SPK_none 22 AudioManager::SPK_none 0 13 SPK_frontleft 27 AudioManager::SPK_frontleft 1 14 SPK_frontright 28 AudioManager::SPK_frontright 2 10 SPK_center 24 AudioManager::SPK_center 3 7 SPK_sub 21 AudioManager::SPK_sub 4 12 SPK_backleft 26 AudioManager::SPK_backleft 5 13 SPK_backright 27 AudioManager::SPK_backright 6 12 SPK_sideleft 26 AudioManager::SPK_sideleft 7 13 SPK_sideright 27 AudioManager::SPK_sideright 8 9 SPK_COUNT 23 AudioManager::SPK_COUNT 9 0 0

234 10 StreamMode 0 794624 24 AudioManager::StreamMode 24 AudioManager::StreamMode 231 0 0 0 0 0 0 0 0 0 3 12 SM_heuristic 26 AudioManager::SM_heuristic 0 9 SM_sample 23 AudioManager::SM_sample 1 9 SM_stream 23 AudioManager::SM_stream 2 0 0

235 16 AudioLoadRequest 0 141313 16 AudioLoadRequest 16 AudioLoadRequest 0 0 0 1 219 226 0 6 220 221 222 223 224 225 0 0 1 0 236 0 0 0 0 554
////////////////////////////////////////////////////////////////////
//       Class : AudioLoadRequest
// Description : A class object that manages a single asynchronous
//               audio load request.  This works in conjunction with
//               the Loader class defined in pgraph, or really with
//               any AsyncTaskManager.  Create a new AudioLoadRequest,
//               and add it to the loader via load_async(), to begin
//               an asynchronous load.
////////////////////////////////////////////////////////////////////

236 9 AsyncTask 0 2049 9 AsyncTask 9 AsyncTask 0 0 0 0 0 0 0 0 0 0 0 0 434
////////////////////////////////////////////////////////////////////
//       Class : AsyncTask
// Description : This class represents a concrete task performed by an
//               AsyncManager.  Normally, you would subclass from this
//               class, and override do_task(), to define the
//               functionality you wish to have the task perform.
////////////////////////////////////////////////////////////////////

237 18 FilterProperties * 0 8576 18 FilterProperties * 18 FilterProperties * 0 0 227 0 0 0 0 0 0 0 0 0 0

238 4 void 0 8194 4 void 4 void 0 6 0 0 0 0 0 0 0 0 0 0 0

239 5 float 0 8194 5 float 5 float 0 2 0 0 0 0 0 0 0 0 0 0 0

240 10 TypeHandle 0 2048 10 TypeHandle 10 TypeHandle 0 0 0 0 0 0 0 0 0 0 0 0 1098
////////////////////////////////////////////////////////////////////
//       Class : TypeHandle
// Description : TypeHandle is the identifier used to differentiate
//               C++ class types.  Any C++ classes that inherit from
//               some base class, and must be differentiated at run
//               time, should store a static TypeHandle object that
//               can be queried through a static member function
//               named get_class_type().  Most of the time, it is also
//               desirable to inherit from TypedObject, which provides
//               some virtual functions to return the TypeHandle for a
//               particular instance.
//
//               At its essence, a TypeHandle is simply a unique
//               identifier that is assigned by the TypeRegistry.  The
//               TypeRegistry stores a tree of TypeHandles, so that
//               ancestry of a particular type may be queried, and the
//               type name may be retrieved for run-time display.
////////////////////////////////////////////////////////////////////

241 12 TypeHandle * 0 8576 12 TypeHandle * 12 TypeHandle * 0 0 240 0 0 0 0 0 0 0 0 0 0

242 12 AudioSound * 0 8576 12 AudioSound * 12 AudioSound * 0 0 229 0 0 0 0 0 0 0 0 0 0

243 4 bool 0 8194 4 bool 4 bool 0 4 0 0 0 0 0 0 0 0 0 0 0

244 18 AudioSound const * 0 8576 18 AudioSound const * 18 AudioSound const * 0 0 245 0 0 0 0 0 0 0 0 0 0

245 16 AudioSound const 0 8832 16 AudioSound const 16 AudioSound const 0 0 229 0 0 0 0 0 0 0 0 0 0

246 17 unsigned long int 0 8214 17 unsigned long int 17 unsigned long int 0 1 0 0 0 0 0 0 0 0 0 0 0

247 13 atomic string 0 2 13 atomic string 13 atomic string 0 7 0 0 0 0 0 0 0 0 0 0 0

248 3 int 0 8194 3 int 3 int 0 1 0 0 0 0 0 0 0 0 0 0 0

249 9 ostream * 0 8576 9 ostream * 9 ostream * 0 0 250 0 0 0 0 0 0 0 0 0 0

250 7 ostream 0 2048 7 ostream 7 ostream 0 0 0 0 0 0 0 0 0 0 0 0 0

251 14 AudioManager * 0 8576 14 AudioManager * 14 AudioManager * 0 0 231 0 0 0 0 0 0 0 0 0 0

252 12 MovieAudio * 0 8576 12 MovieAudio * 12 MovieAudio * 0 0 253 0 0 0 0 0 0 0 0 0 0

253 10 MovieAudio 0 2048 10 MovieAudio 10 MovieAudio 0 0 0 0 0 0 0 0 0 0 0 0 673
////////////////////////////////////////////////////////////////////
//       Class : MovieAudio
// Description : A MovieAudio is actually any source that provides
//               a sequence of audio samples.  That could include an
//               AVI file, a microphone, or an internet TV station.
//
//               The difference between a MovieAudio and a
//               MovieAudioCursor is like the difference between a
//               filename and a file handle.  The MovieAudio just
//               indicates a particular movie.  The MovieAudioCursor
//               is what allows access.
////////////////////////////////////////////////////////////////////

254 12 unsigned int 0 8198 12 unsigned int 12 unsigned int 0 1 0 0 0 0 0 0 0 0 0 0 0

255 20 AudioManager const * 0 8576 20 AudioManager const * 20 AudioManager const * 0 0 256 0 0 0 0 0 0 0 0 0 0

256 18 AudioManager const 0 8832 18 AudioManager const 18 AudioManager const 0 0 231 0 0 0 0 0 0 0 0 0 0

257 8 Filename 0 2048 8 Filename 8 Filename 0 0 0 0 0 0 0 0 0 0 0 0 869
////////////////////////////////////////////////////////////////////
//       Class : Filename
// Description : The name of a file, such as a texture file or an Egg
//               file.  Stores the full pathname, and includes
//               functions for extracting out the directory prefix
//               part and the file extension and stuff.
//
//               A Filename is also aware of the mapping between the
//               Unix-like filename convention we use internally, and
//               the local OS's specific filename convention, and it
//               knows how to perform basic OS-specific I/O, like
//               testing for file existence and searching a
//               searchpath, as well as the best way to open an
//               fstream for reading or writing.
////////////////////////////////////////////////////////////////////

258 10 Filename * 0 8576 10 Filename * 10 Filename * 0 0 257 0 0 0 0 0 0 0 0 0 0

259 12 LVecBase3f * 0 8576 12 LVecBase3f * 12 LVecBase3f * 0 0 260 0 0 0 0 0 0 0 0 0 0

260 10 LVecBase3f 0 2048 10 LVecBase3f 10 LVecBase3f 0 0 0 0 0 0 0 0 0 0 0 0 754
// Filename: lvecBase3_src.h
// Created by:  drose (08Mar00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//       Class : LVecBase3
// Description : This is the base class for all three-component
//               vectors and points.
////////////////////////////////////////////////////////////////////

261 18 AudioLoadRequest * 0 8576 18 AudioLoadRequest * 18 AudioLoadRequest * 0 0 235 0 0 0 0 0 0 0 0 0 0

262 24 AudioLoadRequest const * 0 8576 24 AudioLoadRequest const * 24 AudioLoadRequest const * 0 0 263 0 0 0 0 0 0 0 0 0 0

263 22 AudioLoadRequest const 0 8832 22 AudioLoadRequest const 22 AudioLoadRequest const 0 0 235 0 0 0 0 0 0 0 0 0 0

264 6 string 0 2048 20 basic_string< char > 20 basic_string< char > 0 0 0 0 0 0 0 0 0 0 0 0 0

0
0
0
