Improved the API documentation in the audio module
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1251 4e206d99-4929-0410-ac5d-dfc041789085
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@ -36,10 +36,8 @@
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// SoundStream is a streamed sound, ie samples are acquired
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/// while the sound is playing. Use it for big sounds that would
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/// require hundreds of MB in memory (see Music),
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/// or for streaming sound from the network
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/// \brief Abstract base class for streamed audio sources
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///
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////////////////////////////////////////////////////////////
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class SFML_API SoundStream : private Thread, private Sound
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{
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@ -64,7 +62,8 @@ public :
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using Sound::GetAttenuation;
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////////////////////////////////////////////////////////////
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/// Structure defining a chunk of audio data to stream
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/// \brief Structure defining a chunk of audio data to stream
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///
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////////////////////////////////////////////////////////////
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struct Chunk
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{
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@ -73,25 +72,40 @@ public :
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};
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////////////////////////////////////////////////////////////
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/// Virtual destructor
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~SoundStream();
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////////////////////////////////////////////////////////////
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/// Start playing the audio stream
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/// \brief Start or resume playing the audio stream
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///
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/// This function starts the stream if it was stopped, resumes
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/// it if it was paused, and does nothing it is it already playing.
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/// This function uses its own thread so that it doesn't block
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/// the rest of the program while the stream is played.
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///
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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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////////////////////////////////////////////////////////////
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/// Stop playing the audio stream
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/// \brief Stop playing the audio stream
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///
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/// This function stops the stream 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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///
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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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////////////////////////////////////////////////////////////
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/// Return the number of channels (1 = mono, 2 = stereo)
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/// \brief Return the number of channels of the stream
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///
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/// 1 channel means a mono sound, 2 means stereo, etc.
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///
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/// \return Number of channels
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///
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@ -99,67 +113,94 @@ public :
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unsigned int GetChannelsCount() const;
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////////////////////////////////////////////////////////////
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/// Get the stream sample rate
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/// \brief Get the stream sample rate of the stream
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///
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/// \return Stream frequency (number of samples per second)
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/// The sample rate is the number of audio samples played per
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/// second. The higher, the better the quality.
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///
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/// \return Sample rate, in 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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/// Get the status of the stream (stopped, paused, playing)
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/// \brief Get the current status of the stream (stopped, paused, playing)
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///
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/// \return Current status of the sound
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/// \return Current status
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///
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////////////////////////////////////////////////////////////
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Status GetStatus() const;
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////////////////////////////////////////////////////////////
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/// Set the current playing position of the stream
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/// \brief Change the current playing position of the stream
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///
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/// \param timeOffset : New playing position, expressed in seconds
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/// The playing position can be changed when the stream is
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/// either paused or playing.
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///
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/// \param timeOffset New playing position, in seconds
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///
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/// \see GetPlayingOffset
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///
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////////////////////////////////////////////////////////////
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void SetPlayingOffset(float timeOffset);
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////////////////////////////////////////////////////////////
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/// Get the current playing position of the stream
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/// \brief Get the current playing position of the stream
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///
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/// \return Current playing position, expressed in seconds
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/// \return Current playing position, in seconds
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///
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/// \see SetPlayingOffset
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///
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////////////////////////////////////////////////////////////
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float GetPlayingOffset() const;
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////////////////////////////////////////////////////////////
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/// Set the stream loop state.
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/// This parameter is disabled by default
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/// \brief Set whether or not the stream should loop after reaching the end
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///
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/// \param loop : True to play in loop, false to play once
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/// If set, the stream 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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/// The default looping state for streams 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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///
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////////////////////////////////////////////////////////////
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void SetLoop(bool loop);
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////////////////////////////////////////////////////////////
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/// Tell whether or not the stream is looping
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/// \brief Tell whether or not the stream is in loop mode
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///
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/// \return True if the music is looping, false otherwise
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///
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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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protected :
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////////////////////////////////////////////////////////////
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/// Default constructor
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/// \brief Default constructor
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///
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/// This constructor is only meant to be called by derived classes.
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///
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////////////////////////////////////////////////////////////
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SoundStream();
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////////////////////////////////////////////////////////////
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/// Set the audio stream parameters, you must call it before Play()
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/// \brief Define the audio stream parameters
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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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/// This function must be called by derived classes as soon
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/// as they know the audio settings of the stream to play.
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/// Any attempt to manipulate the stream (Play(), ...) before
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/// calling this function will fail.
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/// It can be called multiple times if the settings of the
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/// audio stream change, but only when the stream is stopped.
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///
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/// \param channelsCount Number of channels of the stream
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/// \param sampleRate Sample rate, in samples per second
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///
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////////////////////////////////////////////////////////////
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void Initialize(unsigned int channelsCount, unsigned int sampleRate);
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@ -167,15 +208,24 @@ protected :
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private :
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////////////////////////////////////////////////////////////
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/// /see Thread::Run
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/// \brief Function called as the entry point of the thread
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///
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/// This function starts the streaming loop, and returns
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/// only when the sound is stopped.
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///
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////////////////////////////////////////////////////////////
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virtual void Run();
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////////////////////////////////////////////////////////////
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/// Called each time new audio data is needed to feed the stream
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/// \brief Request a new chunk of audio samples from the stream source
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///
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/// \param data : New chunk of data to stream
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/// This function must be overriden by derived classes to provide
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/// the audio samples to play. It is called continuously by the
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/// streaming loop, in a separate thread.
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/// The source can choose to stop the streaming loop at any time, by
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/// returning false to the caller.
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///
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/// \param data Chunk of data to fill
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///
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/// \return True to continue playback, false to stop
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///
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@ -183,39 +233,54 @@ private :
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virtual bool OnGetData(Chunk& data) = 0;
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////////////////////////////////////////////////////////////
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/// Called to move the current reading position
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/// \brief Change the current playing position in the stream source
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///
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/// \param timeOffset : New read position, expressed in seconds
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/// This function must be overriden by derived classes to
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/// allow random seeking into the stream source.
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///
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/// \param timeOffset New playing position, in seconds
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///
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////////////////////////////////////////////////////////////
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virtual void OnSeek(float timeOffset) = 0;
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////////////////////////////////////////////////////////////
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/// Fill a new buffer with audio data, and push it to the
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/// playing queue
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/// \brief Fill a new buffer with audio samples, and append
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/// it to the playing queue
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///
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/// \param buffer : Buffer to fill
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/// This function is called as soon as a buffer has been fully
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/// consumed; it fills it again and inserts it back into the
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/// playing queue.
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///
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/// \return True if the derived class has requested to stop
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/// \param buffer Handle of the buffer to fill
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///
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/// \return True if the stream source has requested to stop, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool FillAndPushBuffer(unsigned int buffer);
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////////////////////////////////////////////////////////////
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/// Fill the buffers queue with all available buffers
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/// \brief Fill the audio buffers and put them all into the playing queue
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///
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/// \return True if the derived class has requested to stop
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/// This function is called when playing starts and the
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/// playing queue is empty.
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///
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/// \return True if the derived class has requested to stop, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool FillQueue();
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////////////////////////////////////////////////////////////
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/// Clear the queue of any remaining buffers
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/// \brief Clear all the audio buffers and empty the playing queue
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///
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/// This function is called when the stream is stopped.
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///
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////////////////////////////////////////////////////////////
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void ClearQueue();
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enum {BuffersCount = 3};
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enum
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{
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BuffersCount = 3 ///< Number of audio buffers used by the streaming loop
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};
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////////////////////////////////////////////////////////////
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// Member data
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@ -233,3 +298,81 @@ private :
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#endif // SFML_SOUNDSTREAM_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::SoundStream
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///
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/// Unlike audio buffers (see sf::SoundBuffer), audio streams
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/// are never completely loaded in memory. Instead, the audio
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/// data is acquired continuously while the stream is playing.
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/// This behaviour allows to play a sound with no loading delay,
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/// and keeps the memory consumption very low.
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///
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/// Sound sources that need to be streamed are usually big files
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/// (compressed audio musics that would eat hundreds of MB in memory)
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/// or files that would take a lot of time to be received
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/// (sounds played over the network).
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///
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/// sf::SoundStream is a base class that doesn't care about the
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/// stream source, which is left to the derived class. SFML provides
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/// a built-in specialization for big files (see sf::Music).
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/// No network stream source is provided, but you can write your own
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/// by combining this class with the network module.
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///
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/// A derived class has to override two virtual functions:
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/// \li OnGetData fills a new chunk of audio data to be played
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/// \li OnSeek changes the current playing position in the source
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///
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/// It is important to note that each SoundStream is played in its
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/// own separate thread, so that the streaming loop doesn't block the
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/// rest of the program. In particular, the OnGetData and OnSeek
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/// virtual functions may sometimes be called from this separate thread.
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/// It is important to keep this in mind, because you may have to take
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/// care of synchronization issues if you share data between threads.
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///
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/// Usage example:
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/// \code
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/// class CustomStream : public sf::SoundStream
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/// {
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/// public :
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///
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/// bool Open(const std::string& location)
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/// {
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/// // Open the source and get audio settings
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/// ...
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/// unsigned int channelsCount = ...;
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/// unsigned int sampleRate = ...;
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///
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/// // Initialize the stream -- important!
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/// Initialize(channelsCount, sampleRate);
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/// }
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///
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/// private :
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///
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/// virtual bool OnGetData(Chunk& data)
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/// {
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/// // Fill the chunk with audio data from the stream source
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/// data.Samples = ...;
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/// data.NbSamples = ...;
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///
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/// // Return true to continue playing
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/// return true;
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/// }
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///
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/// virtual void OnSeek(float timeOffset)
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/// {
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/// // Change the current position in the stream source
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/// ...
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/// }
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/// }
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///
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/// // Usage
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/// CustomStream stream;
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/// stream.Open("path/to/stream");
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/// stream.Play();
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/// \endcode
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///
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/// \see sf::Music
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///
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////////////////////////////////////////////////////////////
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