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include/SFML/Audio/SoundBuffer.hpp
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include/SFML/Audio/SoundBuffer.hpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_SOUNDBUFFER_HPP
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#define SFML_SOUNDBUFFER_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/System/Resource.hpp>
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#include <SFML/Audio/AudioResource.hpp>
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#include <string>
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#include <vector>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// SoundBuffer is the low-level for loading and manipulating
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/// sound buffers
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////////////////////////////////////////////////////////////
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class SFML_API SoundBuffer : public AudioResource, public Resource<SoundBuffer>
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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SoundBuffer();
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////////////////////////////////////////////////////////////
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/// Copy constructor
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///
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/// \param Copy : Instance to copy
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///
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////////////////////////////////////////////////////////////
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SoundBuffer(const SoundBuffer& Copy);
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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~SoundBuffer();
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////////////////////////////////////////////////////////////
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/// Load the sound buffer from a file
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///
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/// \param Filename : Path of the sound file to load
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///
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/// \return True if loading has been successful
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///
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////////////////////////////////////////////////////////////
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bool LoadFromFile(const std::string& Filename);
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////////////////////////////////////////////////////////////
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/// Load the sound buffer from a file in memory
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///
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/// \param Data : Pointer to the file data in memory
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/// \param SizeInBytes : Size of the data to load, in bytes
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///
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/// \return True if loading has been successful
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///
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////////////////////////////////////////////////////////////
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bool LoadFromMemory(const char* Data, std::size_t SizeInBytes);
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////////////////////////////////////////////////////////////
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/// Load the sound buffer from an array of samples - assumed format for
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/// samples is 16 bits signed integer
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///
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/// \param Samples : Pointer to the samples in memory
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/// \param SamplesCount : Number of samples pointed by Samples
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/// \param ChannelsCount : Number of channels (1 = mono, 2 = stereo, ...)
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/// \param SampleRate : Frequency (number of samples to play per second)
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///
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/// \return True if loading has been successful
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///
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////////////////////////////////////////////////////////////
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bool LoadFromSamples(const Int16* Samples, std::size_t SamplesCount, unsigned int ChannelsCount, unsigned int SampleRate);
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////////////////////////////////////////////////////////////
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/// Save the sound buffer to a file
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///
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/// \param Filename : Path of the sound file to write
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///
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/// \return True if saving has been successful
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///
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////////////////////////////////////////////////////////////
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bool SaveToFile(const std::string& Filename) const;
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////////////////////////////////////////////////////////////
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/// Return the sound samples
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///
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/// \return Pointer to the array of sound samples, in 16 bits signed integer format
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///
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////////////////////////////////////////////////////////////
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const Int16* GetSamples() const;
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////////////////////////////////////////////////////////////
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/// Return the samples count
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///
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/// \return Number of samples
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///
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////////////////////////////////////////////////////////////
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std::size_t GetSamplesCount() const;
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////////////////////////////////////////////////////////////
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/// Get the sample rate
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///
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/// \return Sound frequency (number of samples per second)
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///
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////////////////////////////////////////////////////////////
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unsigned int GetSampleRate() const;
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////////////////////////////////////////////////////////////
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/// Return the number of channels (1 = mono, 2 = stereo, ...)
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///
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/// \return Number of channels
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///
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////////////////////////////////////////////////////////////
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unsigned int GetChannelsCount() const;
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////////////////////////////////////////////////////////////
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/// Get the sound duration
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///
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/// \return Sound duration, in seconds
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///
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////////////////////////////////////////////////////////////
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float GetDuration() const;
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////////////////////////////////////////////////////////////
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/// Assignment operator
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///
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/// \param Other : Instance to assign
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///
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/// \return Reference to the sound buffer
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///
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////////////////////////////////////////////////////////////
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SoundBuffer& operator =(const SoundBuffer& Other);
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private :
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friend class Sound;
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////////////////////////////////////////////////////////////
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/// Update the internal buffer with the audio samples
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///
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/// \param ChannelsCount : Number of channels
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/// \param SampleRate : Sample rate
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///
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/// \return True on success
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///
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////////////////////////////////////////////////////////////
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bool Update(unsigned int ChannelsCount, unsigned int SampleRate);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int myBuffer; ///< OpenAL buffer identifier
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std::vector<Int16> mySamples; ///< Samples buffer
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float myDuration; ///< Sound duration, in seconds
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};
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} // namespace sf
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#endif // SFML_SOUNDBUFFER_HPP
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