// qaudioroom.sip generated by MetaSIP // // This file is part of the QtSpatialAudio Python extension module. // // Copyright (c) 2025 Riverbank Computing Limited // // This file is part of PyQt6. // // This file may be used under the terms of the GNU General Public License // version 3.0 as published by the Free Software Foundation and appearing in // the file LICENSE included in the packaging of this file. Please review the // following information to ensure the GNU General Public License version 3.0 // requirements will be met: http://www.gnu.org/copyleft/gpl.html. // // If you do not wish to use this file under the terms of the GPL version 3.0 // then you may purchase a commercial license. For more information contact // info@riverbankcomputing.com. // // This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE // WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. %If (Qt_6_5_0 -) class QAudioRoom : public QObject { %TypeHeaderCode #include %End public: enum Material { Transparent, AcousticCeilingTiles, BrickBare, BrickPainted, ConcreteBlockCoarse, ConcreteBlockPainted, CurtainHeavy, FiberGlassInsulation, GlassThin, GlassThick, Grass, LinoleumOnConcrete, Marble, Metal, ParquetOnConcrete, PlasterRough, PlasterSmooth, PlywoodPanel, PolishedConcreteOrTile, Sheetrock, WaterOrIceSurface, WoodCeiling, WoodPanel, UniformMaterial, }; enum Wall { LeftWall, RightWall, Floor, Ceiling, FrontWall, BackWall, }; explicit QAudioRoom(QAudioEngine *engine); virtual ~QAudioRoom(); void setPosition(QVector3D pos); QVector3D position() const; void setDimensions(QVector3D dim); QVector3D dimensions() const; void setRotation(const QQuaternion &q); QQuaternion rotation() const; void setWallMaterial(QAudioRoom::Wall wall, QAudioRoom::Material material); QAudioRoom::Material wallMaterial(QAudioRoom::Wall wall) const; void setReflectionGain(float factor); float reflectionGain() const; void setReverbGain(float factor); float reverbGain() const; void setReverbTime(float factor); float reverbTime() const; void setReverbBrightness(float factor); float reverbBrightness() const; signals: void positionChanged(); void dimensionsChanged(); void rotationChanged(); void wallsChanged(); void reflectionGainChanged(); void reverbGainChanged(); void reverbTimeChanged(); void reverbBrightnessChanged(); }; %End