// qspatialsound.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 QSpatialSound : public QObject { %TypeHeaderCode #include %End public: enum class DistanceModel { Logarithmic, Linear, ManualAttenuation, }; enum Loops { Infinite, Once, }; explicit QSpatialSound(QAudioEngine *engine); virtual ~QSpatialSound(); void setSource(const QUrl &url); QUrl source() const; int loops() const; void setLoops(int loops); bool autoPlay() const; void setAutoPlay(bool autoPlay); void setPosition(QVector3D pos); QVector3D position() const; void setRotation(const QQuaternion &q); QQuaternion rotation() const; void setVolume(float volume); float volume() const; void setDistanceModel(QSpatialSound::DistanceModel model); QSpatialSound::DistanceModel distanceModel() const; void setSize(float size); float size() const; void setDistanceCutoff(float cutoff); float distanceCutoff() const; void setManualAttenuation(float attenuation); float manualAttenuation() const; void setOcclusionIntensity(float occlusion); float occlusionIntensity() const; void setDirectivity(float alpha); float directivity() const; void setDirectivityOrder(float alpha); float directivityOrder() const; void setNearFieldGain(float gain); float nearFieldGain() const; QAudioEngine *engine() const; signals: void sourceChanged(); void loopsChanged(); void autoPlayChanged(); void positionChanged(); void rotationChanged(); void volumeChanged(); void distanceModelChanged(); void sizeChanged(); void distanceCutoffChanged(); void manualAttenuationChanged(); void occlusionIntensityChanged(); void directivityChanged(); void directivityOrderChanged(); void nearFieldGainChanged(); public slots: void play(); void pause(); void stop(); }; %End