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chore(docs): Full API reference.
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Signed-off-by: Axel Nana <[email protected]>
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na2axl committed Oct 5, 2024
1 parent aab9958 commit 6a80e1f
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5 changes: 0 additions & 5 deletions .gitignore
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Expand Up @@ -49,11 +49,6 @@ cmake-*/

# Misc generated files
tags/
docs/html/
docs/linklint_results/
docs/resources/_gen/
docs/.hugo_build.lock
docs/node_modules/
gen/
.DS_Store

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13 changes: 6 additions & 7 deletions CMakeLists.txt
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Expand Up @@ -119,7 +119,6 @@ build_flatbuffers("${FLATBUFFERS_SCHEMAS}"

# Setup project source files.
set(SA_SOURCE
include/SparkyStudios/Audio/Amplitude/Convolution/Convolver.h
include/SparkyStudios/Audio/Amplitude/Core/Common/Platforms/Android/Config.h
include/SparkyStudios/Audio/Amplitude/Core/Common/Platforms/Android/Types.h
include/SparkyStudios/Audio/Amplitude/Core/Common/Platforms/Apple/Config.h
Expand Down Expand Up @@ -155,8 +154,11 @@ set(SA_SOURCE
include/SparkyStudios/Audio/Amplitude/Core/Thread.h
include/SparkyStudios/Audio/Amplitude/Core/Version.h
include/SparkyStudios/Audio/Amplitude/DSP/AudioConverter.h
include/SparkyStudios/Audio/Amplitude/DSP/Convolver.h
include/SparkyStudios/Audio/Amplitude/DSP/FFT.h
include/SparkyStudios/Audio/Amplitude/DSP/Filter.h
include/SparkyStudios/Audio/Amplitude/DSP/Resampler.h
include/SparkyStudios/Audio/Amplitude/DSP/SplitComplex.h
include/SparkyStudios/Audio/Amplitude/HRTF/HRIRSphere.h
include/SparkyStudios/Audio/Amplitude/IO/DiskFile.h
include/SparkyStudios/Audio/Amplitude/IO/DiskFileSystem.h
Expand All @@ -169,13 +171,11 @@ set(SA_SOURCE
include/SparkyStudios/Audio/Amplitude/Math/BarycentricCoordinates.h
include/SparkyStudios/Audio/Amplitude/Math/CartesianCoordinateSystem.h
include/SparkyStudios/Audio/Amplitude/Math/Curve.h
include/SparkyStudios/Audio/Amplitude/Math/FFT.h
include/SparkyStudios/Audio/Amplitude/Math/Geometry.h
include/SparkyStudios/Audio/Amplitude/Math/HandmadeMath.h
include/SparkyStudios/Audio/Amplitude/Math/Orientation.h
include/SparkyStudios/Audio/Amplitude/Math/Shape.h
include/SparkyStudios/Audio/Amplitude/Math/SphericalPosition.h
include/SparkyStudios/Audio/Amplitude/Math/SplitComplex.h
include/SparkyStudios/Audio/Amplitude/Math/Utils.h
include/SparkyStudios/Audio/Amplitude/Mixer/Amplimix.h
include/SparkyStudios/Audio/Amplitude/Mixer/Node.h
Expand Down Expand Up @@ -209,8 +209,6 @@ set(SA_SOURCE
src/Ambisonics/BFormat.cpp
src/Ambisonics/BFormat.h

src/Convolution/Convolver.cpp

src/Core/Codecs/AMS/Codec.cpp
src/Core/Codecs/AMS/Codec.h

Expand Down Expand Up @@ -296,8 +294,10 @@ set(SA_SOURCE
src/DSP/Resamplers/LibsamplerateResampler.h
src/DSP/Resamplers/R8BrainResampler.h
src/DSP/AudioConverter.cpp
src/DSP/Convolver.cpp
src/DSP/Delay.cpp
src/DSP/Delay.h
src/DSP/FFT.cpp
src/DSP/Filter.cpp
src/DSP/Gain.cpp
src/DSP/Gain.h
Expand All @@ -306,6 +306,7 @@ set(SA_SOURCE
src/DSP/ReflectionsProcessor.cpp
src/DSP/ReflectionsProcessor.h
src/DSP/Resampler.cpp
src/DSP/SplitComplex.cpp

src/HRTF/HRIRSphere.cpp
src/HRTF/HRIRSphere.h
Expand All @@ -323,11 +324,9 @@ set(SA_SOURCE
src/Math/Orientation.cpp
src/Math/FaceBSPTree.cpp
src/Math/FaceBSPTree.h
src/Math/FFT.cpp
src/Math/Geometry.cpp
src/Math/Shape.cpp
src/Math/SphericalPosition.cpp
src/Math/SplitComplex.cpp

src/Mixer/Nodes/AmbisonicBinauralDecoderNode.cpp
src/Mixer/Nodes/AmbisonicBinauralDecoderNode.h
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40 changes: 21 additions & 19 deletions README.md
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Expand Up @@ -6,7 +6,7 @@

<p align="center">
<a href="https://amplitudeaudiosdk.com">
<img src="./docs/static/images/logo_trimmed.png" width="320">
<img src="https://amplitudeaudiosdk.com/images/logo_trimmed.png" width="320">
</a>
</p>

Expand All @@ -21,12 +21,12 @@ thanks to its data-driven way. All you need is to write configuration files and

<br/>

[Project Setup](https://amplitudeaudiosdk.com/docs/project-setup/) | [Integration](https://amplitudeaudiosdk.com/docs/integration/) | API Documentation
[Project Setup](https://docs.amplitudeaudiosdk.com/nightly/project/) | [Integration](https://docs.amplitudeaudiosdk.com/nightly/integration/) | API Documentation

<br/>
</div>

> Amplitude is still in active development, and no official release is made yet. However, the API is stable and no breaking changes will be introduced until the first release. To get a copy of the SDK, you should [build it from sources](https://amplitudeaudiosdk.com/docs/get-started/installation/#build-the-sdk-from-sources). Feel free to raise an [issue](https://github.com/AmplitudeAudio/sdk/issues/new/choose "Open a Github Issue") or open a [PR](https://github.com/AmplitudeAudio/sdk/pulls), by following our [Contributor Guidelines](https://github.com/AmplitudeAudio/sdk/blob/main/CODE_OF_CONDUCT.md).
> Amplitude is still in active development, and no official release is made yet. However, the API is stable and no breaking changes will be introduced until the first release. To get a copy of the SDK, you should [build it from sources](https://docs.amplitudeaudiosdk.com/nightly/getting-started/installation/#build-from-sources). Feel free to raise an [issue](https://github.com/AmplitudeAudio/sdk/issues/new/choose "Open a Github Issue") or open a [PR](https://github.com/AmplitudeAudio/sdk/pulls), by following our [Contributor Guidelines](https://github.com/AmplitudeAudio/sdk/blob/main/CODE_OF_CONDUCT.md).
## Sample Projects

Expand All @@ -35,21 +35,23 @@ The quickest way to get started with the SDK is to have a look on the [sample pr
## Features

This is a list of some of the most important features of Amplitude:
- [Data-driven Development](https://amplitudeaudiosdk.com/docs/get-started/introduction/#data-driven-development)
- [Plugin Architecture](https://amplitudeaudiosdk.com/docs/get-started/introduction/#plugin-architecture)
- [Drivers and Codecs](https://amplitudeaudiosdk.com/docs/get-started/introduction/#drivers-and-codecs)
- [Customizable Pipeline](https://amplitudeaudiosdk.com/docs/get-started/introduction/#customizable-pipeline)
- [Soundbanks Management](https://amplitudeaudiosdk.com/docs/get-started/introduction/#soundbanks-management)
- [Sound Objects](https://amplitudeaudiosdk.com/docs/get-started/introduction/#sound-objects)
- [Game and Engine Synchronization](https://amplitudeaudiosdk.com/docs/get-started/introduction/#game-and-engine-synchronization)
- [Game Entities](https://amplitudeaudiosdk.com/docs/get-started/introduction/#game-entities)
- [Listeners](https://amplitudeaudiosdk.com/docs/get-started/introduction/#listeners)
- [Customizable Attenuation Models](https://amplitudeaudiosdk.com/docs/get-started/introduction/#customizable-attenuation-models)
- [Sound Effects](https://amplitudeaudiosdk.com/docs/get-started/introduction/#sound-effects)
- [Sound Events](https://amplitudeaudiosdk.com/docs/get-started/introduction/#sound-events)
- [Buses Management and Auto-ducking](https://amplitudeaudiosdk.com/docs/get-started/introduction/#buses-management-and-auto-ducking)
- [Channel Priority](https://amplitudeaudiosdk.com/docs/get-started/introduction/#channel-priority)
- [ADPCM Compression and sample rate conversion](https://amplitudeaudiosdk.com/docs/get-started/introduction/#adpcm-compression-and-sample-rate-conversion)

- [Spatial Audio, HRTF, and Ambisonic Rendering](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#spatial-audio-hrtf-and-ambisonic-rendering)
- [Data-driven Development](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#data-driven-development)
- [Plugin Architecture](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#plugin-architecture)
- [Drivers and Codecs](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#drivers-and-codecs)
- [Customizable Pipeline](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#customizable-pipeline)
- [Sound banks Management](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#sound-banks-management)
- [Sound Objects](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#sound-objects)
- [Game and Engine Synchronization](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#game-and-engine-synchronization)
- [Game Entities](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#game-entities)
- [Listeners](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#listeners)
- [Customizable Attenuation Models](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#customizable-attenuation-models)
- [Sound Effects](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#sound-effects)
- [Sound Events](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#sound-events)
- [Buses Management and Auto-ducking](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#buses-management-and-auto-ducking)
- [Channel Priority](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#channel-priority)
- [CLI Tools](https://docs.amplitudeaudiosdk.com/nightly/getting-started/introduction/#cli-tools)

## Supported Platforms

Expand All @@ -60,7 +62,7 @@ Amplitude can support the following platforms:
- ✔️ [OS X](https://www.apple.com/osx/)
- ✔️ [Windows](https://www.microsoft.com/windows/)

Amplitude uses [MiniAudio](http://miniaud.io/) as the default audio device implementation for cross-platform support. You still can change that by implementing a [custom driver](https://amplitudeaudiosdk.com/docs/guide/custom-driver/).
Amplitude uses [MiniAudio](http://miniaud.io/) as the default audio device implementation for cross-platform support. You still can change that by implementing a [custom driver](https://docs.amplitudeaudiosdk.com/nightly/tutorials/custom-driver/).

## Download

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5 changes: 3 additions & 2 deletions include/SparkyStudios/Audio/Amplitude/Amplitude.h
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Expand Up @@ -38,8 +38,11 @@
#include <SparkyStudios/Audio/Amplitude/Core/Version.h>

#include <SparkyStudios/Audio/Amplitude/DSP/AudioConverter.h>
#include <SparkyStudios/Audio/Amplitude/DSP/Convolver.h>
#include <SparkyStudios/Audio/Amplitude/DSP/FFT.h>
#include <SparkyStudios/Audio/Amplitude/DSP/Filter.h>
#include <SparkyStudios/Audio/Amplitude/DSP/Resampler.h>
#include <SparkyStudios/Audio/Amplitude/DSP/SplitComplex.h>

#include <SparkyStudios/Audio/Amplitude/HRTF/HRIRSphere.h>

Expand All @@ -55,13 +58,11 @@
#include <SparkyStudios/Audio/Amplitude/Math/BarycentricCoordinates.h>
#include <SparkyStudios/Audio/Amplitude/Math/CartesianCoordinateSystem.h>
#include <SparkyStudios/Audio/Amplitude/Math/Curve.h>
#include <SparkyStudios/Audio/Amplitude/Math/FFT.h>
#include <SparkyStudios/Audio/Amplitude/Math/Geometry.h>
#include <SparkyStudios/Audio/Amplitude/Math/HandmadeMath.h>
#include <SparkyStudios/Audio/Amplitude/Math/Orientation.h>
#include <SparkyStudios/Audio/Amplitude/Math/Shape.h>
#include <SparkyStudios/Audio/Amplitude/Math/SphericalPosition.h>
#include <SparkyStudios/Audio/Amplitude/Math/SplitComplex.h>
#include <SparkyStudios/Audio/Amplitude/Math/Utils.h>

#include <SparkyStudios/Audio/Amplitude/Mixer/Amplimix.h>
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6 changes: 4 additions & 2 deletions include/SparkyStudios/Audio/Amplitude/Core/Asset.h
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Expand Up @@ -25,10 +25,12 @@ namespace SparkyStudios::Audio::Amplitude
* @brief Amplitude Asset.
*
* This is the base class for all Amplitude assets. An Amplitude asset is a
* .json file with a specific format (definition), which is specified by the
* corresponding asset flatbuffer schema.
* `.json` file with a specific format (definition) specified by the corresponding
* asset's flatbuffer schema.
*
* @tparam Id The type of the asset id.
*
* @ingroup assets
*/
template<typename Id>
class AM_API_PUBLIC Asset
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