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#include "artsflow.idl"
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#include "kmedia2.idl"
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#include "core.idl"
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module Arts {
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/**
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* One entry of the sample storage - initially, you'll need to fill the entry.
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*
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* To do so, call write repeatedly to fill it with data, and finish() when
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* you are done. After that you can use the filename attribute to get the
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* name of the file on the server that has stored the data. You can use
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* this filename for other things (i.e. SimpleSoundServer::play).
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*/
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interface SampleStorageEntry {
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readonly attribute string name;
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readonly attribute string filename;
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readonly attribute boolean completed;
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void write(sequence<byte> data);
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void finish();
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};
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/**
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* Interface for storing files on the sound server
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*/
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interface SampleStorage {
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void constructor(string directory, boolean clearOnInit);
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/**
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* creates a new entry which you can use to store a sample - if you just
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* create an entry, it will be private to you, i.e. you can use it, and
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* as soon as you don't need it any longer, it will be freed
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*
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* if you want that the entry stays in the storage, you need to add it,
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* and it will stay then until you remove it
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*/
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SampleStorageEntry createEntry(string name);
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/**
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* add an entry (which will make it accessible via findEntry) - remember
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* to eventually call removeEntry, or the entry will stay there forever
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*/
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void addEntry(SampleStorageEntry entry);
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/**
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* removes an entry, that is, the entry will only stay there until
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* nobody needs it any more and then get freed
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*/
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void removeEntry(SampleStorageEntry entry);
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/**
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* finds an entry by name
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*/
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SampleStorageEntry findEntry(string name);
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};
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/**
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* Producer of byte sound
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*
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* This is used inside the sound server interface
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*/
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interface ByteSoundProducer : SynthModule
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{
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readonly attribute long samplingRate;
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readonly attribute long channels;
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readonly attribute long bits;
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async out byte stream outdata;
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};
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/**
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* V2 version of the ByteSoundProducer interface that implements the title
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* attribute
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*/
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interface ByteSoundProducerV2 : ByteSoundProducer
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{
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readonly attribute string title;
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};
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/**
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* Receiver of byte sound
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*/
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interface ByteSoundReceiver : SynthModule
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{
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readonly attribute long samplingRate;
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readonly attribute long channels;
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readonly attribute long bits;
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readonly attribute string title;
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async in byte stream indata;
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};
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/**
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* This is a very simple sound server interface
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*
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* WARNING: This currently inherits a KMedia2 PlayObjectFactory for test
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* purposes, but don't rely on that
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*/
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interface SimpleSoundServer : PlayObjectFactory
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{
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readonly attribute StereoEffectStack outstack;
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/**
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* tries to play the sound in "filename"
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*
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* returns an ID when success 0 when it fails
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*/
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long play(string filename);
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/**
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* returns true if the sound in ID is still playing
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*/
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//boolean isPlaying(long ID);
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/**
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* stops a playing sound by ID
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*/
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//void stop(long ID);
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/**
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* specifies the minimum amount of milliseconds that have to be buffered
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* to allow safe streaming (without interruptions) from/to external apps
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*
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* this depends on the realtime parameters the sound server itself uses
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* to talk to the hardware
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*/
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readonly attribute float minStreamBufferTime;
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/**
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* specifies the amount of milliseconds the server itself spends with
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* the hardware (buffering latency) - so if you stream into the server,
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* you should have a yourStreamBufferTime >= minStreamBufferTime, and
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* the total latency is
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*
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* totalLatency = yourStreamBufferTime + serverBufferTime
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*/
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readonly attribute float serverBufferTime;
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/**
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* attaches a byte sound producer (read: a client which produces/mixes
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* an audio stream itself and just wants playback via the soundserver)
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*/
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void attach(ByteSoundProducer producer);
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/**
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* detaches a previous attached byte sound producer
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*/
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void detach(ByteSoundProducer producer);
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/**
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* attaches a byte sound receiver (a client that records an
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* audio stream from the soundserver)
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*/
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void attachRecorder(ByteSoundReceiver receiver);
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/**
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* detaches a previous attached byte sound receiver
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*/
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void detachRecorder(ByteSoundReceiver receiver);
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object createObject(string name);
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};
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enum RealtimetqStatus { rtRealtime, rtNoSupport, rtNoWrapper, rtNoRealtime };
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/**
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* This is an enhanced sound server interface which can be used to
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* query status information or suspend the soundserver right away
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*/
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interface SoundServer : SimpleSoundServer
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{
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readonly attribute RealtimetqStatus realtimetqStatus;
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/**
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* Returns how many seconds you have to wait _now_ for the soundserver
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* to suspend. A value of -1 signals that the sound server is busy and
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* will not suspend automatically at the moment.
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*/
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readonly attribute long secondsUntilSuspend;
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/**
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* Makes the soundserver suspend now _if_ it is not busy playing, that
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* is, if it is "suspendable". Returns true if successful.
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*/
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boolean suspend();
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/**
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* Asks the soundserver if it is suspended. Returns true if so.
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*/
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boolean suspended();
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/**
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* Permanently terminates the sound server - this is not intended to be
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* widely used. However, it provides a way to "kill" the sound server,
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* even if you don't reside on the same host with it, and even if you
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* don't know the process id, and so on. In the future it also offers
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* the possibility for interested apps to be informed before the server
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* goes away, and for important apps to block termination.
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*
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* Returns true if successful.
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*/
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boolean terminate();
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};
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/**
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* This is an even more enhanced sound server interface that supports changing
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* the autosuspend time, and returning more information about the server
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* settings.
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*/
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interface SoundServerV2 : SoundServer, PlayObjectFactoryV2
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{
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/**
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* Time in seconds after which server will suspend if idle.
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*/
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attribute long autoSuspendSeconds;
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/**
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* Multiplier for size of network buffers. Default is 1,
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* which is fragment size * fragment count. (expressed
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* as milliseconds).
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*/
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attribute long bufferSizeMultiplier;
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/**
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* Current CPU usage in percent
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*/
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readonly attribute float cpuUsage;
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/**
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* AudioSubSystem parameters
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*/
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readonly attribute string audioMethod;
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readonly attribute long samplingRate;
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readonly attribute long channels;
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readonly attribute long bits;
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readonly attribute boolean fullDuplex;
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readonly attribute string audioDevice;
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readonly attribute long fragments;
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readonly attribute long fragmentSize;
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/**
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* version
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*/
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readonly attribute string version;
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/**
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* global output volume for the sound server
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*/
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readonly attribute StereoVolumeControl outVolume;
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/**
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* for storing samples on the sound server
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*/
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readonly attribute SampleStorage sampleStorage;
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/**
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* this method checks for new object implementations (you can call this
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* if you have implemented and installed new components in C++ or with
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* artsbuilder, to make the soundserver use them without restart)
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*/
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void checkNewObjects();
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};
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/**
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* A KMedia2 Wave PlayObject
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*/
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interface WavPlayObject : PlayObject, SynthModule
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{
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out audio stream left,right;
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};
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/**
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* An advanced KMedia2 PlayObject based on GSL datahandles
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*/
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interface GSLPlayObject : PlayObject, PitchablePlayObject, SynthModule
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{
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attribute boolean done;
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out audio stream left,right;
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};
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/**
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* Helper interface to ensure that artsd gets initialized properly when
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* multiple artsd processes are started at the same time.
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*/
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interface SoundServerStartup
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{
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void lock();
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void unlock();
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};
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};
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