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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-3.0-only
#ifndef QSPATIALAUDIOSOUNDSOURCE_P_H
#define QSPATIALAUDIOSOUNDSOURCE_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <qspatialsound.h>
#include <qambientsound_p.h>
#include <qaudioengine_p.h>
#include <qurl.h>
#include <qvector3d.h>
#include <qquaternion.h>
#include <qaudiobuffer.h>
#include <qaudiodevice.h>
#include <qmutex.h>
QT_BEGIN_NAMESPACE
class QAudioDecoder;
class QAudioEnginePrivate;
class QSpatialSoundPrivate : public QAmbientSoundPrivate
{
public:
QSpatialSoundPrivate(QObject *parent)
: QAmbientSoundPrivate(parent, 1)
{}
static QSpatialSoundPrivate *get(QSpatialSound *soundSource)
{ return soundSource ? soundSource->d : nullptr; }
QVector3D pos;
QQuaternion rotation;
QSpatialSound::DistanceModel distanceModel = QSpatialSound::DistanceModel::Logarithmic;
float size = .1f;
float distanceCutoff = 50.f;
float manualAttenuation = 0.f;
float occlusionIntensity = 0.f;
float directivity = 0.f;
float directivityOrder = 1.f;
float nearFieldGain = 0.f;
float wallDampening = 1.f;
float wallOcclusion = 0.f;
void updateDistanceModel();
void updateRoomEffects();
};
QT_END_NAMESPACE
#endif
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