43#include <kaydaradef.h>
48 #define FBSDK_DLL K_DLLIMPORT
54#ifdef FBSDKUseNamespace
55 namespace FBSDKNamespace {
315 FBAudioClip(
const char* pFileName,
bool pSetToDefaultDest=
true, HIObject pObject=NULL);
412#ifdef FBSDKUseNamespace
Used to play audio clips and access their properties.
FBAudioClip(const char *pFileName, bool pSetToDefaultDest=true, HIObject pObject=NULL)
Constructor.
FBPropertyTake CurrentTake
Read Write Property: The take this media belongs to.
virtual void FBDelete() override
Virtual FBDelete function.
bool Play(FBTriggerStyle pStyle=kFBTriggerStyleContinue, FBAudioOut *pDestination=NULL)
Play audio clip now.
FBPropertyTime DstEnd
Read Write Property: Total duration of this audio clip.
FBPropertyDouble ClipSpeed
Read Write Property: The speed of the media when being played.
FBPropertyInt Channels
Read Only Property: the number of channels in use.
FBPropertyBool LockClipSpeed
Read Write Property: Indicates whether to lock the current playing speed.
FBPropertyTime SrcEnd
Read Only Property: The end time of media.
FBPropertyUseChnMode UseChannel
Read Write Property: Enables you to control which track are used with stereo clips.
bool IsMediaReady()
Check if the audio clip constructed properly.
FBPropertyTime SrcDuration
Read Only Property: The duration time of media.
FBPropertyInt Format
Read Only Property: Data format of media, including rate, bits and channels count....
FBPropertyDouble Pitch
Read Write Property: The audio clip pitch value. To write to this property, you must first set LockPi...
FBPropertyBool LockPitchToSpeed
Read Write Property: Time stretch enabled factor.
FBPropertyString RelativePath
Read Only Property: Relative path of media.
FBPropertyAccessMode AccessMode
Read Write Property: Specify the media data access mode between disk or memory.
FBPropertyTime DstDuration
Read Write Property: When not used in the Story, this specify when the clips stops playing.
FBPropertyTime SrcIn
Read Only Property: The begin time of media.
FBPropertyBool Scrubbing
Read Write Property: Control which clip (one at a time) can shuttle when playing a various speeds.
FBPropertyInt Bits
Read Only Property: the bits of media.
FBPropertyString Path
Read Only Property: Full Path of the media.
void Stop(FBAudioOut *pDestination=NULL)
Stop any playing triggered audio clip on a specified destination.
FBPropertyAudioOut Destination
Read Write Property: The audio output destination where the clip will be played.
bool FileOpen(char const *pPath)
Load an audio clip file.
FBPropertyInt Rate
Read Only Property: the rate of media.
FBPropertyTime DstIn
Read Write Property: When not used in the Story, this specify when the clips begin to play.
FBPropertyBool ConstrainDstToTake
Read Write Property: Indicates whether to constrain the EndPoint to the end of the take.
FBAudioIn(HIObject pObject=NULL)
Constructor.
FBAudioFmt GetSupportedFormats() const
Returns all the Audio In supported formats (i.e.
bool IsOnline() const
Is the Audio In online?
bool SetDelay(FBTime &pDelay)
Sets the delay to use.
bool PrepareToRecord(const char *pRecordingPath, FBExistingClipAction pExistingClipAction=kFBExistingClipAskUser, FBExistingFileAction pExistingFileAction=kFBExistingFileAskUser)
Prepares the Audio In for recording (similar as checking the "Record" checkbox in the UI).
bool SetRecordingFormat(FBAudioFmt pAudioFormat)
Sets the recording format (i.e.
bool IsReadyToRecord() const
Is the Audio In ready to record (has it been prepared properly)?
bool SetDestination(FBAudioOut *pAudioOut)
Sets the Audio Out object to be used as the destination.
bool TurnOffRecording()
Turns off the Audio In recording (similar as un-checking the "Record" checkbox in the UI).
FBAudioFmt GetRecordingFormat() const
Returns the recording format (i.e.
FBTime GetDelay() const
Returns the delay currently set.
FBAudioOut * GetDestination() const
Returns the Audio Out object currently used as the destination.
bool SetOnline(bool pOnline)
Turns Audio In online or offline.
FBAudioOut(HIObject pObject=NULL)
Constructor.
MotionBuilder SDK base class.
FBAudioClip * operator[](int pIndex)
Get the audio clip at pIndex.
FBAudioIn * operator[](int pIndex)
Get the audio input at pIndex.
FBAudioOut * operator[](int pIndex)
Get the audio output at pIndex.
PropertyList: Concrete class for PropertyList of component
Property class: const char * (String).
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
FBUseChnMode
Use Channel modes.
@ kFBUseChannelBoth
Default mode, where each channel play in its respective speaker.
@ kFBUseChannelLeftOnly
Left channel will be played in both speakers.
@ kFBUseChannelRightOnly
Right channel will be played in both speakers.
FBAccessMode
Data access modes.
@ kFBAccessModeMemory
Access data from memory, which means that it will copyed entirely into it.
@ kFBAccessModeDisk
Access data directly to disk using a cache system.
FBTriggerStyle
Audio clips' trigger styles.
@ kFBTriggerStyleContinue
Previously triggered clips that are still playing won't be stopped and mixing will occur.
@ kFBTriggerStyleCut
Previously triggered clips that are still playing will be stopped.
@ kFBTriggerStyleToggle
If a previously triggered clip is playing, it will only be stopped, otherwise a new starts playing....
FBExistingClipAction
Action to perform, when preparing an Audio In object to record, when the action clip associated to th...
@ kFBExistingClipAskUser
Ask the user for desired operation via a dialog.
@ kFBExistingClipAbortOperation
Cancel preparing the audio in to record.
@ kFBExistingClipRemove
Remove the action clip from the scene.
K_DLLIMPORT FBAudioOut * FBAudioOutGetDefault()
Get default audio output.
FBExistingFileAction
Action to perform, when preparing an Audio In object to record, when the action clip associated to th...
@ kFBExistingFileOverwrite
Overwrite the existing file on disk.
@ kFBExistingFileAskUser
Ask the user for desired operation via a dialog.
@ kFBExistingFileAppend
Append the new recording to existing recording. Warning: Be sure that the current file format match y...
@ kFBExistingFileAbortOperation
Cancel preparing the audio in to record.
Audio formats definition.
#define __FBClassDeclare(Name, Parent)
For internal use only.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
class K_DLLIMPORT FBPropertyBase< int, kFBPT_int > FBPropertyInt
Property: int
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
class K_DLLIMPORT FBPropertyBase< FBTime, kFBPT_Time > FBPropertyTime
Property: FBTime
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
class K_DLLIMPORT FBPropertyBase< double, kFBPT_double > FBPropertyDouble
Property: double
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.