Changed the naming convention for public member variables/functions and free functions (using lowerCase instead of UpperCase)
This commit is contained in:
parent
ff5b69d312
commit
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200 changed files with 4302 additions and 4320 deletions
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@ -52,20 +52,20 @@ public :
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///
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/// \param volume New global volume, in the range [0, 100]
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///
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/// \see GetGlobalVolume
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/// \see getGlobalVolume
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///
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////////////////////////////////////////////////////////////
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static void SetGlobalVolume(float volume);
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static void setGlobalVolume(float volume);
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////////////////////////////////////////////////////////////
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/// \brief Get the current value of the global volume
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///
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/// \return Current global volume, in the range [0, 100]
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///
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/// \see SetGlobalVolume
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/// \see setGlobalVolume
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///
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////////////////////////////////////////////////////////////
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static float GetGlobalVolume();
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static float getGlobalVolume();
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////////////////////////////////////////////////////////////
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/// \brief Set the position of the listener in the scene
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@ -76,10 +76,10 @@ public :
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/// \param y Y coordinate of the listener's position
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/// \param z Z coordinate of the listener's position
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///
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/// \see GetPosition, SetDirection
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/// \see getPosition, setDirection
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///
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////////////////////////////////////////////////////////////
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static void SetPosition(float x, float y, float z);
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static void setPosition(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Set the position of the listener in the scene
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@ -88,20 +88,20 @@ public :
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///
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/// \param position New listener's position
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///
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/// \see GetPosition, SetDirection
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/// \see getPosition, setDirection
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///
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////////////////////////////////////////////////////////////
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static void SetPosition(const Vector3f& position);
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static void setPosition(const Vector3f& position);
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////////////////////////////////////////////////////////////
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/// \brief Get the current position of the listener in the scene
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///
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/// \return Listener's position
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///
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/// \see SetPosition
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/// \see setPosition
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///
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////////////////////////////////////////////////////////////
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static Vector3f GetPosition();
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static Vector3f getPosition();
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////////////////////////////////////////////////////////////
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/// \brief Set the orientation of the listener in the scene
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@ -115,10 +115,10 @@ public :
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/// \param y Y coordinate of the listener's orientation
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/// \param z Z coordinate of the listener's orientation
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///
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/// \see GetDirection, SetPosition
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/// \see getDirection, setPosition
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///
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////////////////////////////////////////////////////////////
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static void SetDirection(float x, float y, float z);
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static void setDirection(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Set the orientation of the listener in the scene
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@ -130,20 +130,20 @@ public :
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///
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/// \param direction New listener's orientation
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///
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/// \see GetDirection, SetPosition
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/// \see getDirection, setPosition
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///
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////////////////////////////////////////////////////////////
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static void SetDirection(const Vector3f& direction);
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static void setDirection(const Vector3f& direction);
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////////////////////////////////////////////////////////////
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/// \brief Get the current orientation of the listener in the scene
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///
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/// \return Listener's orientation
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///
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/// \see SetDirection
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/// \see setDirection
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///
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////////////////////////////////////////////////////////////
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static Vector3f GetDirection();
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static Vector3f getDirection();
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};
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} // namespace sf
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@ -172,7 +172,7 @@ public :
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/// Usage example:
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/// \code
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/// // Move the listener to the position (1, 0, -5)
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/// sf::Listener::SetPosition(1, 0, -5);
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/// sf::Listener::setPosition(1, 0, -5);
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///
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/// // Make it face the right axis (1, 0, 0)
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/// sf::Listener::SetDirection(1, 0, 0);
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@ -68,7 +68,7 @@ public :
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////////////////////////////////////////////////////////////
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/// \brief Open a music from an audio file
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///
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/// This function doesn't start playing the music (call Play()
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/// This function doesn't start playing the music (call play()
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/// to do so).
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/// Here is a complete list of all the supported audio formats:
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
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@ -78,15 +78,15 @@ public :
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see OpenFromMemory, OpenFromStream
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/// \see openFromMemory, openFromStream
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///
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////////////////////////////////////////////////////////////
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bool OpenFromFile(const std::string& filename);
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bool openFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// \brief Open a music from an audio file in memory
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///
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/// This function doesn't start playing the music (call Play()
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/// This function doesn't start playing the music (call play()
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/// to do so).
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/// Here is a complete list of all the supported audio formats:
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
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@ -97,15 +97,15 @@ public :
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see OpenFromFile, OpenFromStream
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/// \see openFromFile, openFromStream
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///
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////////////////////////////////////////////////////////////
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bool OpenFromMemory(const void* data, std::size_t sizeInBytes);
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bool openFromMemory(const void* data, std::size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// \brief Open a music from an audio file in a custom stream
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///
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/// This function doesn't start playing the music (call Play()
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/// This function doesn't start playing the music (call play()
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/// to do so).
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/// Here is a complete list of all the supported audio formats:
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
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@ -115,10 +115,10 @@ public :
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see OpenFromFile, OpenFromMemory
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/// \see openFromFile, openFromMemory
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///
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////////////////////////////////////////////////////////////
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bool OpenFromStream(InputStream& stream);
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bool openFromStream(InputStream& stream);
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////////////////////////////////////////////////////////////
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/// \brief Get the total duration of the music
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@ -126,7 +126,7 @@ public :
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/// \return Music duration
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///
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////////////////////////////////////////////////////////////
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Time GetDuration() const;
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Time getDuration() const;
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protected :
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/// \return True to continue playback, false to stop
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///
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////////////////////////////////////////////////////////////
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virtual bool OnGetData(Chunk& data);
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virtual bool onGetData(Chunk& data);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position in the stream source
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/// \param timeOffset New playing position, from the beginning of the music
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///
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////////////////////////////////////////////////////////////
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virtual void OnSeek(Time timeOffset);
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virtual void onSeek(Time timeOffset);
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private :
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/// \brief Initialize the internal state after loading a new music
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///
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////////////////////////////////////////////////////////////
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void Initialize();
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void initialize();
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////////////////////////////////////////////////////////////
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// Member data
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@ -191,7 +191,7 @@ private :
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///
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/// As a sound stream, a music is played in its own thread in order
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/// not to block the rest of the program. This means that you can
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/// leave the music alone after calling Play(), it will manage itself
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/// leave the music alone after calling play(), it will manage itself
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/// very well.
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///
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/// Usage example:
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@ -200,19 +200,19 @@ private :
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/// sf::Music music;
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///
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/// // Open it from an audio file
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/// if (!music.OpenFromFile("music.ogg"))
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/// if (!music.openFromFile("music.ogg"))
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/// {
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/// // error...
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/// }
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///
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/// // Change some parameters
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/// music.SetPosition(0, 1, 10); // change its 3D position
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/// music.SetPitch(2); // increase the pitch
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/// music.SetVolume(50); // reduce the volume
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/// music.SetLoop(true); // make it loop
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/// music.setPosition(0, 1, 10); // change its 3D position
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/// music.setPitch(2); // increase the pitch
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/// music.setVolume(50); // reduce the volume
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/// music.setLoop(true); // make it loop
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///
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/// // Play it
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/// music.Play();
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/// music.play();
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/// \endcode
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///
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/// \see sf::Sound, sf::SoundStream
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@ -86,7 +86,7 @@ public :
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/// \see Pause, Stop
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///
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////////////////////////////////////////////////////////////
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void Play();
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void play();
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////////////////////////////////////////////////////////////
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/// \brief Pause the sound
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/// \see Play, Stop
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///
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////////////////////////////////////////////////////////////
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void Pause();
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void pause();
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////////////////////////////////////////////////////////////
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/// \brief Stop playing the sound
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///
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/// This function stops the sound if it was playing or paused,
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/// and does nothing if it was already stopped.
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/// It also resets the playing position (unlike Pause()).
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/// It also resets the playing position (unlike pause()).
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///
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/// \see Play, Pause
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///
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////////////////////////////////////////////////////////////
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void Stop();
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void stop();
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////////////////////////////////////////////////////////////
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/// \brief Set the source buffer containing the audio data to play
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@ -123,22 +123,22 @@ public :
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/// \see GetBuffer
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///
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////////////////////////////////////////////////////////////
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void SetBuffer(const SoundBuffer& buffer);
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void setBuffer(const SoundBuffer& buffer);
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////////////////////////////////////////////////////////////
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/// \brief Set whether or not the sound should loop after reaching the end
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///
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/// If set, the sound will restart from beginning after
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/// reaching the end and so on, until it is stopped or
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/// SetLoop(false) is called.
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/// setLoop(false) is called.
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/// The default looping state for sound is false.
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///
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/// \param loop True to play in loop, false to play once
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///
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/// \see GetLoop
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/// \see getLoop
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///
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////////////////////////////////////////////////////////////
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void SetLoop(bool loop);
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void setLoop(bool loop);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position of the sound
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///
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/// \param timeOffset New playing position, from the beginning of the sound
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///
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/// \see GetPlayingOffset
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/// \see getPlayingOffset
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///
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////////////////////////////////////////////////////////////
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void SetPlayingOffset(Time timeOffset);
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void setPlayingOffset(Time timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Get the audio buffer attached to the sound
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/// \return Sound buffer attached to the sound (can be NULL)
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///
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////////////////////////////////////////////////////////////
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const SoundBuffer* GetBuffer() const;
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const SoundBuffer* getBuffer() const;
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not the sound is in loop mode
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///
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/// \return True if the sound is looping, false otherwise
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///
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/// \see SetLoop
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/// \see setLoop
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///
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////////////////////////////////////////////////////////////
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bool GetLoop() const;
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bool getLoop() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the current playing position of the sound
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///
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/// \return Current playing position, from the beginning of the sound
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///
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/// \see SetPlayingOffset
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/// \see setPlayingOffset
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///
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////////////////////////////////////////////////////////////
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Time GetPlayingOffset() const;
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Time getPlayingOffset() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of the sound (stopped, paused, playing)
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/// \return Current status of the sound
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///
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////////////////////////////////////////////////////////////
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Status GetStatus() const;
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Status getStatus() const;
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////////////////////////////////////////////////////////////
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/// \brief Overload of assignment operator
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/// the sound from using a dead buffer.
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///
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////////////////////////////////////////////////////////////
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void ResetBuffer();
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void resetBuffer();
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private :
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///
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/// In order to work, a sound must be given a buffer of audio
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/// data to play. Audio data (samples) is stored in sf::SoundBuffer,
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/// and attached to a sound with the SetBuffer() function.
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/// and attached to a sound with the setBuffer() function.
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/// The buffer object attached to a sound must remain alive
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/// as long as the sound uses it. Note that multiple sounds
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/// can use the same sound buffer at the same time.
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/// Usage example:
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/// \code
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/// sf::SoundBuffer buffer;
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/// buffer.LoadFromFile("sound.wav");
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/// buffer.loadFromFile("sound.wav");
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///
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/// sf::Sound sound;
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/// sound.SetBuffer(buffer);
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/// sound.Play();
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/// sound.setBuffer(buffer);
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/// sound.play();
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/// \endcode
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///
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/// \see sf::SoundBuffer, sf::Music
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromMemory, LoadFromStream, LoadFromSamples, SaveToFile
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/// \see loadFromMemory, loadFromStream, loadFromSamples, saveToFile
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///
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////////////////////////////////////////////////////////////
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bool LoadFromFile(const std::string& filename);
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bool loadFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from a file in memory
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromStream, LoadFromSamples
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/// \see loadFromFile, loadFromStream, loadFromSamples
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///
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////////////////////////////////////////////////////////////
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bool LoadFromMemory(const void* data, std::size_t sizeInBytes);
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bool loadFromMemory(const void* data, std::size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from a custom stream
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromMemory, LoadFromSamples
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/// \see loadFromFile, loadFromMemory, loadFromSamples
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///
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////////////////////////////////////////////////////////////
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bool LoadFromStream(InputStream& stream);
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bool loadFromStream(InputStream& stream);
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from an array of audio samples
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromMemory, SaveToFile
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/// \see loadFromFile, loadFromMemory, saveToFile
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///
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////////////////////////////////////////////////////////////
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bool LoadFromSamples(const Int16* samples, std::size_t sampleCount, unsigned int channelCount, unsigned int sampleRate);
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bool loadFromSamples(const Int16* samples, std::size_t sampleCount, unsigned int channelCount, unsigned int sampleRate);
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////////////////////////////////////////////////////////////
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/// \brief Save the sound buffer to an audio file
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///
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/// \return True if saving succeeded, false if it failed
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///
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/// \see LoadFromFile, LoadFromMemory, LoadFromSamples
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/// \see loadFromFile, loadFromMemory, loadFromSamples
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///
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////////////////////////////////////////////////////////////
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bool SaveToFile(const std::string& filename) const;
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bool saveToFile(const std::string& filename) const;
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////////////////////////////////////////////////////////////
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/// \brief Get the array of audio samples stored in the buffer
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///
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/// The format of the returned samples is 16 bits signed integer
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/// (sf::Int16). The total number of samples in this array
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/// is given by the GetSampleCount() function.
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/// is given by the getSampleCount() function.
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///
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/// \return Read-only pointer to the array of sound samples
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///
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/// \see GetSampleCount
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/// \see getSampleCount
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///
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////////////////////////////////////////////////////////////
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const Int16* GetSamples() const;
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const Int16* getSamples() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the number of samples stored in the buffer
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///
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/// The array of samples can be accessed with the GetSamples()
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/// The array of samples can be accessed with the getSamples()
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/// function.
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///
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/// \return Number of samples
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///
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/// \see GetSamples
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/// \see getSamples
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///
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////////////////////////////////////////////////////////////
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std::size_t GetSampleCount() const;
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std::size_t getSampleCount() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the sample rate of the sound
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///
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/// \return Sample rate (number of samples per second)
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///
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/// \see GetChannelCount, GetDuration
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/// \see getChannelCount, getDuration
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///
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////////////////////////////////////////////////////////////
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unsigned int GetSampleRate() const;
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unsigned int getSampleRate() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the number of channels used by the sound
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///
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/// \return Number of channels
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///
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/// \see GetSampleRate, GetDuration
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/// \see getSampleRate, getDuration
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///
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////////////////////////////////////////////////////////////
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unsigned int GetChannelCount() const;
|
||||
unsigned int getChannelCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the total duration of the sound
|
||||
///
|
||||
/// \return Sound duration
|
||||
///
|
||||
/// \see GetSampleRate, GetChannelCount
|
||||
/// \see getSampleRate, getChannelCount
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time GetDuration() const;
|
||||
Time getDuration() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Overload of assignment operator
|
||||
|
@ -242,7 +242,7 @@ private :
|
|||
/// \return True on succesful initialization, false on failure
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool Initialize(priv::SoundFile& file);
|
||||
bool initialize(priv::SoundFile& file);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Update the internal buffer with the cached audio samples
|
||||
|
@ -253,7 +253,7 @@ private :
|
|||
/// \return True on success, false if any error happened
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool Update(unsigned int channelCount, unsigned int sampleRate);
|
||||
bool update(unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Add a sound to the list of sounds that use this buffer
|
||||
|
@ -261,7 +261,7 @@ private :
|
|||
/// \param sound Sound instance to attach
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void AttachSound(Sound* sound) const;
|
||||
void attachSound(Sound* sound) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Remove a sound from the list of sounds that use this buffer
|
||||
|
@ -269,7 +269,7 @@ private :
|
|||
/// \param sound Sound instance to detach
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void DetachSound(Sound* sound) const;
|
||||
void detachSound(Sound* sound) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Types
|
||||
|
@ -304,7 +304,7 @@ private :
|
|||
/// are like texture pixels, and a sf::SoundBuffer is similar to
|
||||
/// a sf::Texture.
|
||||
///
|
||||
/// A sound buffer can be loaded from a file (see LoadFromFile()
|
||||
/// A sound buffer can be loaded from a file (see loadFromFile()
|
||||
/// for the complete list of supported formats), from memory, from
|
||||
/// a custom stream (see sf::InputStream) or directly from an array
|
||||
/// of samples. It can also be saved back to a file.
|
||||
|
@ -333,25 +333,25 @@ private :
|
|||
/// sf::SoundBuffer buffer;
|
||||
///
|
||||
/// // Load it from a file
|
||||
/// if (!buffer.LoadFromFile("sound.wav"))
|
||||
/// if (!buffer.loadFromFile("sound.wav"))
|
||||
/// {
|
||||
/// // error...
|
||||
/// }
|
||||
///
|
||||
/// // Create a sound source and bind it to the buffer
|
||||
/// sf::Sound sound1;
|
||||
/// sound1.SetBuffer(buffer);
|
||||
/// sound1.setBuffer(buffer);
|
||||
///
|
||||
/// // Play the sound
|
||||
/// sound1.Play();
|
||||
/// sound1.play();
|
||||
///
|
||||
/// // Create another sound source bound to the same buffer
|
||||
/// sf::Sound sound2;
|
||||
/// sound2.SetBuffer(buffer);
|
||||
/// sound2.setBuffer(buffer);
|
||||
///
|
||||
/// // Play it with a higher pitch -- the first sound remains unchanged
|
||||
/// sound2.SetPitch(2);
|
||||
/// sound2.Play();
|
||||
/// sound2.setPitch(2);
|
||||
/// sound2.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Sound, sf::SoundBufferRecorder
|
||||
|
|
|
@ -56,7 +56,7 @@ public :
|
|||
/// \return Read-only access to the sound buffer
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer& GetBuffer() const;
|
||||
const SoundBuffer& getBuffer() const;
|
||||
|
||||
private :
|
||||
|
||||
|
@ -66,7 +66,7 @@ private :
|
|||
/// \return True to start the capture, or false to abort it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool OnStart();
|
||||
virtual bool onStart();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Process a new chunk of recorded samples
|
||||
|
@ -77,13 +77,13 @@ private :
|
|||
/// \return True to continue the capture, or false to stop it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool OnProcessSamples(const Int16* samples, std::size_t sampleCount);
|
||||
virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop capturing audio data
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void OnStop();
|
||||
virtual void onStop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
|
@ -105,29 +105,29 @@ private :
|
|||
/// through a sf::SoundBuffer, so that it can be played, saved
|
||||
/// to a file, etc.
|
||||
///
|
||||
/// It has the same simple interface as its base class (Start(), Stop())
|
||||
/// It has the same simple interface as its base class (start(), stop())
|
||||
/// and adds a function to retrieve the recorded sound buffer
|
||||
/// (GetBuffer()).
|
||||
/// (getBuffer()).
|
||||
///
|
||||
/// As usual, don't forget to call the IsAvailable() function
|
||||
/// As usual, don't forget to call the isAvailable() function
|
||||
/// before using this class (see sf::SoundRecorder for more details
|
||||
/// about this).
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// if (SoundBufferRecorder::IsAvailable())
|
||||
/// if (SoundBufferRecorder::isAvailable())
|
||||
/// {
|
||||
/// // Record some audio data
|
||||
/// SoundBufferRecorder recorder;
|
||||
/// recorder.Start();
|
||||
/// recorder.start();
|
||||
/// ...
|
||||
/// recorder.Stop();
|
||||
/// recorder.stop();
|
||||
///
|
||||
/// // Get the buffer containing the captured audio data
|
||||
/// const sf::SoundBuffer& buffer = recorder.GetBuffer();
|
||||
/// const sf::SoundBuffer& buffer = recorder.getBuffer();
|
||||
///
|
||||
/// // Save it to a file (for example...)
|
||||
/// buffer.SaveToFile("my_record.ogg");
|
||||
/// buffer.saveToFile("my_record.ogg");
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
|
|
|
@ -61,18 +61,18 @@ public :
|
|||
///
|
||||
/// \param sampleRate Desired capture rate, in number of samples per second
|
||||
///
|
||||
/// \see Stop
|
||||
/// \see stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Start(unsigned int sampleRate = 44100);
|
||||
void start(unsigned int sampleRate = 44100);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop the capture
|
||||
///
|
||||
/// \see Start
|
||||
/// \see start
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Stop();
|
||||
void stop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the sample rate
|
||||
|
@ -84,7 +84,7 @@ public :
|
|||
/// \return Sample rate, in samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int GetSampleRate() const;
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if the system supports audio capture
|
||||
|
@ -97,7 +97,7 @@ public :
|
|||
/// \return True if audio capture is supported, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool IsAvailable();
|
||||
static bool isAvailable();
|
||||
|
||||
protected :
|
||||
|
||||
|
@ -122,7 +122,7 @@ private :
|
|||
/// \return True to start the capture, or false to abort it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool OnStart();
|
||||
virtual bool onStart();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Process a new chunk of recorded samples
|
||||
|
@ -138,7 +138,7 @@ private :
|
|||
/// \return True to continue the capture, or false to stop it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool OnProcessSamples(const Int16* samples, std::size_t sampleCount) = 0;
|
||||
virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop capturing audio data
|
||||
|
@ -149,7 +149,7 @@ private :
|
|||
/// implementation does nothing.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void OnStop();
|
||||
virtual void onStop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called as the entry point of the thread
|
||||
|
@ -158,7 +158,7 @@ private :
|
|||
/// only when the capture is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Record();
|
||||
void record();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the new available audio samples and process them
|
||||
|
@ -168,7 +168,7 @@ private :
|
|||
/// forwards them to the derived class.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void ProcessCapturedSamples();
|
||||
void processCapturedSamples();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Clean up the recorder's internal resources
|
||||
|
@ -176,7 +176,7 @@ private :
|
|||
/// This function is called when the capture stops.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void CleanUp();
|
||||
void cleanup();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
|
@ -220,8 +220,8 @@ private :
|
|||
///
|
||||
/// It is important to note that the audio capture happens in a
|
||||
/// separate thread, so that it doesn't block the rest of the
|
||||
/// program. In particular, the OnProcessSamples and OnStop
|
||||
/// virtual functions (but not OnStart) will be called
|
||||
/// program. In particular, the onProcessSamples and onStop
|
||||
/// virtual functions (but not onStart) will be called
|
||||
/// from this separate thread. It is important to keep this in
|
||||
/// mind, because you may have to take care of synchronization
|
||||
/// issues if you share data between threads.
|
||||
|
@ -230,7 +230,7 @@ private :
|
|||
/// \code
|
||||
/// class CustomRecorder : public sf::SoundRecorder
|
||||
/// {
|
||||
/// virtual bool OnStart() // optional
|
||||
/// virtual bool onStart() // optional
|
||||
/// {
|
||||
/// // Initialize whatever has to be done before the capture starts
|
||||
/// ...
|
||||
|
@ -239,7 +239,7 @@ private :
|
|||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual bool OnProcessSamples(const Int16* samples, std::size_t sampleCount)
|
||||
/// virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount)
|
||||
/// {
|
||||
/// // Do something with the new chunk of samples (store them, send them, ...)
|
||||
/// ...
|
||||
|
@ -248,7 +248,7 @@ private :
|
|||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual void OnStop() // optional
|
||||
/// virtual void onStop() // optional
|
||||
/// {
|
||||
/// // Clean up whatever has to be done after the capture ends
|
||||
/// ...
|
||||
|
@ -256,12 +256,12 @@ private :
|
|||
/// }
|
||||
///
|
||||
/// // Usage
|
||||
/// if (CustomRecorder::IsAvailable())
|
||||
/// if (CustomRecorder::isAvailable())
|
||||
/// {
|
||||
/// CustomRecorder recorder;
|
||||
/// recorder.Start();
|
||||
/// recorder.start();
|
||||
/// ...
|
||||
/// recorder.Stop();
|
||||
/// recorder.stop();
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
|
|
|
@ -78,10 +78,10 @@ public :
|
|||
///
|
||||
/// \param pitch New pitch to apply to the sound
|
||||
///
|
||||
/// \see GetPitch
|
||||
/// \see getPitch
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetPitch(float pitch);
|
||||
void setPitch(float pitch);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the volume of the sound
|
||||
|
@ -91,10 +91,10 @@ public :
|
|||
///
|
||||
/// \param volume Volume of the sound
|
||||
///
|
||||
/// \see GetVolume
|
||||
/// \see getVolume
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetVolume(float volume);
|
||||
void setVolume(float volume);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the 3D position of the sound in the audio scene
|
||||
|
@ -107,10 +107,10 @@ public :
|
|||
/// \param y Y coordinate of the position of the sound in the scene
|
||||
/// \param z Z coordinate of the position of the sound in the scene
|
||||
///
|
||||
/// \see GetPosition
|
||||
/// \see getPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetPosition(float x, float y, float z);
|
||||
void setPosition(float x, float y, float z);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the 3D position of the sound in the audio scene
|
||||
|
@ -121,10 +121,10 @@ public :
|
|||
///
|
||||
/// \param position Position of the sound in the scene
|
||||
///
|
||||
/// \see GetPosition
|
||||
/// \see getPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetPosition(const Vector3f& position);
|
||||
void setPosition(const Vector3f& position);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Make the sound's position relative to the listener or absolute
|
||||
|
@ -137,10 +137,10 @@ public :
|
|||
///
|
||||
/// \param relative True to set the position relative, false to set it absolute
|
||||
///
|
||||
/// \see IsRelativeToListener
|
||||
/// \see isRelativeToListener
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetRelativeToListener(bool relative);
|
||||
void setRelativeToListener(bool relative);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the minimum distance of the sound
|
||||
|
@ -154,10 +154,10 @@ public :
|
|||
///
|
||||
/// \param distance New minimum distance of the sound
|
||||
///
|
||||
/// \see GetMinDistance, SetAttenuation
|
||||
/// \see getMinDistance, setAttenuation
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetMinDistance(float distance);
|
||||
void setMinDistance(float distance);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the attenuation factor of the sound
|
||||
|
@ -173,40 +173,40 @@ public :
|
|||
///
|
||||
/// \param attenuation New attenuation factor of the sound
|
||||
///
|
||||
/// \see GetAttenuation, SetMinDistance
|
||||
/// \see getAttenuation, setMinDistance
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetAttenuation(float attenuation);
|
||||
void setAttenuation(float attenuation);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the pitch of the sound
|
||||
///
|
||||
/// \return Pitch of the sound
|
||||
///
|
||||
/// \see SetPitch
|
||||
/// \see setPitch
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
float GetPitch() const;
|
||||
float getPitch() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the volume of the sound
|
||||
///
|
||||
/// \return Volume of the sound, in the range [0, 100]
|
||||
///
|
||||
/// \see SetVolume
|
||||
/// \see setVolume
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
float GetVolume() const;
|
||||
float getVolume() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the 3D position of the sound in the audio scene
|
||||
///
|
||||
/// \return Position of the sound
|
||||
///
|
||||
/// \see SetPosition
|
||||
/// \see setPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector3f GetPosition() const;
|
||||
Vector3f getPosition() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Tell whether the sound's position is relative to the
|
||||
|
@ -214,30 +214,30 @@ public :
|
|||
///
|
||||
/// \return True if the position is relative, false if it's absolute
|
||||
///
|
||||
/// \see SetRelativeToListener
|
||||
/// \see setRelativeToListener
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool IsRelativeToListener() const;
|
||||
bool isRelativeToListener() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the minimum distance of the sound
|
||||
///
|
||||
/// \return Minimum distance of the sound
|
||||
///
|
||||
/// \see SetMinDistance, GetAttenuation
|
||||
/// \see setMinDistance, getAttenuation
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
float GetMinDistance() const;
|
||||
float getMinDistance() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the attenuation factor of the sound
|
||||
///
|
||||
/// \return Attenuation factor of the sound
|
||||
///
|
||||
/// \see SetAttenuation, GetMinDistance
|
||||
/// \see setAttenuation, getMinDistance
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
float GetAttenuation() const;
|
||||
float getAttenuation() const;
|
||||
|
||||
protected :
|
||||
|
||||
|
@ -255,7 +255,7 @@ protected :
|
|||
/// \return Current status of the sound
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Status GetStatus() const;
|
||||
Status getStatus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
|
|
|
@ -51,8 +51,8 @@ public :
|
|||
////////////////////////////////////////////////////////////
|
||||
struct Chunk
|
||||
{
|
||||
const Int16* Samples; ///< Pointer to the audio samples
|
||||
std::size_t SampleCount; ///< Number of samples pointed by Samples
|
||||
const Int16* samples; ///< Pointer to the audio samples
|
||||
std::size_t sampleCount; ///< Number of samples pointed by Samples
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -70,10 +70,10 @@ public :
|
|||
/// This function uses its own thread so that it doesn't block
|
||||
/// the rest of the program while the stream is played.
|
||||
///
|
||||
/// \see Pause, Stop
|
||||
/// \see pause, stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Play();
|
||||
void play();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Pause the audio stream
|
||||
|
@ -81,22 +81,22 @@ public :
|
|||
/// This function pauses the stream if it was playing,
|
||||
/// otherwise (stream already paused or stopped) it has no effect.
|
||||
///
|
||||
/// \see Play, Stop
|
||||
/// \see play, stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Pause();
|
||||
void pause();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop playing the audio stream
|
||||
///
|
||||
/// This function stops the stream if it was playing or paused,
|
||||
/// and does nothing if it was already stopped.
|
||||
/// It also resets the playing position (unlike Pause()).
|
||||
/// It also resets the playing position (unlike pause()).
|
||||
///
|
||||
/// \see Play, Pause
|
||||
/// \see play, pause
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Stop();
|
||||
void stop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Return the number of channels of the stream
|
||||
|
@ -106,7 +106,7 @@ public :
|
|||
/// \return Number of channels
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int GetChannelCount() const;
|
||||
unsigned int getChannelCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the stream sample rate of the stream
|
||||
|
@ -117,7 +117,7 @@ public :
|
|||
/// \return Sample rate, in number of samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int GetSampleRate() const;
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current status of the stream (stopped, paused, playing)
|
||||
|
@ -125,7 +125,7 @@ public :
|
|||
/// \return Current status
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Status GetStatus() const;
|
||||
Status getStatus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position of the stream
|
||||
|
@ -135,45 +135,45 @@ public :
|
|||
///
|
||||
/// \param timeOffset New playing position, from the beginning of the stream
|
||||
///
|
||||
/// \see GetPlayingOffset
|
||||
/// \see getPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetPlayingOffset(Time timeOffset);
|
||||
void setPlayingOffset(Time timeOffset);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current playing position of the stream
|
||||
///
|
||||
/// \return Current playing position, from the beginning of the stream
|
||||
///
|
||||
/// \see SetPlayingOffset
|
||||
/// \see setPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time GetPlayingOffset() const;
|
||||
Time getPlayingOffset() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set whether or not the stream should loop after reaching the end
|
||||
///
|
||||
/// If set, the stream will restart from beginning after
|
||||
/// reaching the end and so on, until it is stopped or
|
||||
/// SetLoop(false) is called.
|
||||
/// setLoop(false) is called.
|
||||
/// The default looping state for streams is false.
|
||||
///
|
||||
/// \param loop True to play in loop, false to play once
|
||||
///
|
||||
/// \see GetLoop
|
||||
/// \see getLoop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void SetLoop(bool loop);
|
||||
void setLoop(bool loop);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Tell whether or not the stream is in loop mode
|
||||
///
|
||||
/// \return True if the stream is looping, false otherwise
|
||||
///
|
||||
/// \see SetLoop
|
||||
/// \see setLoop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool GetLoop() const;
|
||||
bool getLoop() const;
|
||||
|
||||
protected :
|
||||
|
||||
|
@ -190,7 +190,7 @@ protected :
|
|||
///
|
||||
/// This function must be called by derived classes as soon
|
||||
/// as they know the audio settings of the stream to play.
|
||||
/// Any attempt to manipulate the stream (Play(), ...) before
|
||||
/// Any attempt to manipulate the stream (play(), ...) before
|
||||
/// calling this function will fail.
|
||||
/// It can be called multiple times if the settings of the
|
||||
/// audio stream change, but only when the stream is stopped.
|
||||
|
@ -199,7 +199,7 @@ protected :
|
|||
/// \param sampleRate Sample rate, in samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Initialize(unsigned int channelCount, unsigned int sampleRate);
|
||||
void initialize(unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
private :
|
||||
|
||||
|
@ -210,7 +210,7 @@ private :
|
|||
/// only when the sound is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void Stream();
|
||||
void stream();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Request a new chunk of audio samples from the stream source
|
||||
|
@ -226,7 +226,7 @@ private :
|
|||
/// \return True to continue playback, false to stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool OnGetData(Chunk& data) = 0;
|
||||
virtual bool onGetData(Chunk& data) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position in the stream source
|
||||
|
@ -237,7 +237,7 @@ private :
|
|||
/// \param timeOffset New playing position, relative to the beginning of the stream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void OnSeek(Time timeOffset) = 0;
|
||||
virtual void onSeek(Time timeOffset) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Fill a new buffer with audio samples, and append
|
||||
|
@ -252,7 +252,7 @@ private :
|
|||
/// \return True if the stream source has requested to stop, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool FillAndPushBuffer(unsigned int bufferNum);
|
||||
bool fillAndPushBuffer(unsigned int bufferNum);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Fill the audio buffers and put them all into the playing queue
|
||||
|
@ -263,7 +263,7 @@ private :
|
|||
/// \return True if the derived class has requested to stop, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool FillQueue();
|
||||
bool fillQueue();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Clear all the audio buffers and empty the playing queue
|
||||
|
@ -271,7 +271,7 @@ private :
|
|||
/// This function is called when the stream is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void ClearQueue();
|
||||
void clearQueue();
|
||||
|
||||
enum
|
||||
{
|
||||
|
@ -320,8 +320,8 @@ private :
|
|||
/// by combining this class with the network module.
|
||||
///
|
||||
/// A derived class has to override two virtual functions:
|
||||
/// \li OnGetData fills a new chunk of audio data to be played
|
||||
/// \li OnSeek changes the current playing position in the source
|
||||
/// \li onGetData fills a new chunk of audio data to be played
|
||||
/// \li onSeek changes the current playing position in the source
|
||||
///
|
||||
/// It is important to note that each SoundStream is played in its
|
||||
/// own separate thread, so that the streaming loop doesn't block the
|
||||
|
@ -336,7 +336,7 @@ private :
|
|||
/// {
|
||||
/// public :
|
||||
///
|
||||
/// bool Open(const std::string& location)
|
||||
/// bool open(const std::string& location)
|
||||
/// {
|
||||
/// // Open the source and get audio settings
|
||||
/// ...
|
||||
|
@ -344,22 +344,22 @@ private :
|
|||
/// unsigned int sampleRate = ...;
|
||||
///
|
||||
/// // Initialize the stream -- important!
|
||||
/// Initialize(channelCount, sampleRate);
|
||||
/// initialize(channelCount, sampleRate);
|
||||
/// }
|
||||
///
|
||||
/// private :
|
||||
///
|
||||
/// virtual bool OnGetData(Chunk& data)
|
||||
/// virtual bool onGetData(Chunk& data)
|
||||
/// {
|
||||
/// // Fill the chunk with audio data from the stream source
|
||||
/// data.Samples = ...;
|
||||
/// data.SampleCount = ...;
|
||||
/// data.samples = ...;
|
||||
/// data.sampleCount = ...;
|
||||
///
|
||||
/// // Return true to continue playing
|
||||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual void OnSeek(Uint32 timeOffset)
|
||||
/// virtual void onSeek(Uint32 timeOffset)
|
||||
/// {
|
||||
/// // Change the current position in the stream source
|
||||
/// ...
|
||||
|
@ -368,8 +368,8 @@ private :
|
|||
///
|
||||
/// // Usage
|
||||
/// CustomStream stream;
|
||||
/// stream.Open("path/to/stream");
|
||||
/// stream.Play();
|
||||
/// stream.open("path/to/stream");
|
||||
/// stream.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Music
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue