Improved the API documentation in the audio module

Added sf::SoundSource as a base class of both sf::Sound and sf::SoundStream

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1253 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-10-30 16:14:26 +00:00
parent 3c0d42fdd0
commit 7d5f354850
14 changed files with 682 additions and 386 deletions

View file

@ -28,9 +28,8 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Resource.hpp>
#include <SFML/System/Vector3.hpp>
#include <cstdlib>
@ -39,231 +38,153 @@ namespace sf
class SoundBuffer;
////////////////////////////////////////////////////////////
/// Sound defines the properties of a sound such as position,
/// volume, pitch, etc.
/// \brief Regular sound that can be played in the audio environment
///
////////////////////////////////////////////////////////////
class SFML_API Sound
class SFML_API Sound : public SoundSource
{
public :
////////////////////////////////////////////////////////////
/// Enumeration of the sound states
////////////////////////////////////////////////////////////
enum Status
{
Stopped, ///< Sound is not playing
Paused, ///< Sound is paused
Playing ///< Sound is playing
};
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Sound();
////////////////////////////////////////////////////////////
/// Construct the sound from its parameters
/// \brief Construct the sound with parameters
///
/// \param buffer : Sound buffer to play
/// \param loop : Loop flag
/// \param pitch : Value of the pitch
/// \param volume : Volume
/// \param position : Position
/// \param buffer Sound buffer containing the audio data to play with the sound
/// \param loop Should the sound loop?
/// \param pitch Pitch of the sound
/// \param volume Volume of the sound, in the range [0, 100]
/// \param position 3D position of the sound source in the audio scene
///
////////////////////////////////////////////////////////////
Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0));
////////////////////////////////////////////////////////////
/// Copy constructor
/// \brief Copy constructor
///
/// \param copy : Instance to copy
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
Sound(const Sound& copy);
////////////////////////////////////////////////////////////
/// Destructor
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~Sound();
////////////////////////////////////////////////////////////
/// Play the sound
/// \brief Start or resume playing the sound
///
/// This function starts the sound if it was stopped, resumes
/// it if it was paused, and does nothing it is it already playing.
/// This function uses its own thread so that it doesn't block
/// the rest of the program while the sound is played.
///
/// \see Pause, Stop
///
////////////////////////////////////////////////////////////
void Play();
////////////////////////////////////////////////////////////
/// Pause the sound
/// \brief Pause the sound
///
/// This function pauses the sound if it was playing,
/// otherwise (sound already paused or stopped) it has no effect.
///
/// \see Play, Stop
///
////////////////////////////////////////////////////////////
void Pause();
////////////////////////////////////////////////////////////
/// Stop the sound
/// \brief Stop playing the sound
///
/// This function stops the sound if it was playing or paused,
/// and does nothing if it was already stopped.
/// It also resets the playing position (unlike Pause()).
///
/// \see Play, Pause
///
////////////////////////////////////////////////////////////
void Stop();
////////////////////////////////////////////////////////////
/// Set the source buffer
/// \brief Set the source buffer containing the audio data to play
///
/// \param buffer : New sound buffer to bind to the sound
/// It is important to note that the sound buffer is not copied,
/// thus the sf::SoundBuffer instance must remain alive as long
/// as it is attached to the sound.
///
/// \param buffer Sound buffer to attach to the sound
///
/// \see GetBuffer
///
////////////////////////////////////////////////////////////
void SetBuffer(const SoundBuffer& buffer);
////////////////////////////////////////////////////////////
/// Set the sound loop state.
/// This parameter is disabled by default
/// \brief Set whether or not the sound should loop after reaching the end
///
/// \param loop : True to play in loop, false to play once
/// If set, the sound will restart from beginning after
/// reaching the end and so on, until it is stopped or
/// SetLoop(false) is called.
/// The default looping state for sound is false.
///
/// \param loop True to play in loop, false to play once
///
/// \see GetLoop
///
////////////////////////////////////////////////////////////
void SetLoop(bool loop);
////////////////////////////////////////////////////////////
/// Set the sound pitch.
/// The default pitch is 1
/// \brief Change the current playing position of the sound
///
/// \param pitch : New pitch
/// The playing position can be changed when the sound is
/// either paused or playing.
///
////////////////////////////////////////////////////////////
void SetPitch(float pitch);
////////////////////////////////////////////////////////////
/// Set the sound volume.
/// The default volume is 100
/// \param timeOffset New playing position, in seconds
///
/// \param volume : Volume (in range [0, 100])
///
////////////////////////////////////////////////////////////
void SetVolume(float volume);
////////////////////////////////////////////////////////////
/// Set the sound position (take 3 values).
/// The default position is (0, 0, 0)
///
/// \param x, y, z : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(float x, float y, float z);
////////////////////////////////////////////////////////////
/// Set the sound position (take a 3D vector).
/// The default position is (0, 0, 0)
///
/// \param position : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// Make the sound's position relative to the listener's
/// position, or absolute.
/// The default value is false (absolute)
///
/// \param relative : True to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
void SetRelativeToListener(bool relative);
////////////////////////////////////////////////////////////
/// Set the minimum distance - closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default minimum distance is 1.0
///
/// \param distance : New minimum distance for the sound
///
////////////////////////////////////////////////////////////
void SetMinDistance(float distance);
////////////////////////////////////////////////////////////
/// Set the attenuation factor - the higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default attenuation factor 1.0
///
/// \param attenuation : New attenuation factor for the sound
///
////////////////////////////////////////////////////////////
void SetAttenuation(float attenuation);
////////////////////////////////////////////////////////////
/// Set the current playing position of the sound
///
/// \param timeOffset : New playing position, expressed in seconds
/// \see GetPlayingOffset
///
////////////////////////////////////////////////////////////
void SetPlayingOffset(float timeOffset);
////////////////////////////////////////////////////////////
/// Get the source buffer
/// \brief Get the audio buffer attached to the sound
///
/// \return Sound buffer bound to the sound (can be NULL)
/// \return Sound buffer attached to the sound (can be NULL)
///
////////////////////////////////////////////////////////////
const SoundBuffer* GetBuffer() const;
////////////////////////////////////////////////////////////
/// Tell whether or not the sound is looping
/// \brief Tell whether or not the sound is in loop mode
///
/// \return True if the sound is looping, false otherwise
///
/// \see SetLoop
///
////////////////////////////////////////////////////////////
bool GetLoop() const;
////////////////////////////////////////////////////////////
/// Get the pitch
/// \brief Get the current playing position of the sound
///
/// \return Pitch value
/// \return Current playing position, in seconds
///
/// \see SetPlayingOffset
///
////////////////////////////////////////////////////////////
float GetPitch() const;
float GetPlayingOffset() const;
////////////////////////////////////////////////////////////
/// Get the volume
///
/// \return Volume value (in range [1, 100])
///
////////////////////////////////////////////////////////////
float GetVolume() const;
////////////////////////////////////////////////////////////
/// Get the sound position
///
/// \return Position of the sound in the world
///
////////////////////////////////////////////////////////////
Vector3f GetPosition() const;
////////////////////////////////////////////////////////////
/// Tell if the sound's position is relative to the listener's
/// position, or if it's absolute
///
/// \return True if the position is relative, false if it's absolute
///
////////////////////////////////////////////////////////////
bool IsRelativeToListener() const;
////////////////////////////////////////////////////////////
/// Get the minimum distance
///
/// \return Minimum distance for the sound
///
////////////////////////////////////////////////////////////
float GetMinDistance() const;
////////////////////////////////////////////////////////////
/// Get the attenuation factor
///
/// \return Attenuation factor of the sound
///
////////////////////////////////////////////////////////////
float GetAttenuation() const;
////////////////////////////////////////////////////////////
/// Get the status of the sound (stopped, paused, playing)
/// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
@ -271,31 +192,20 @@ public :
Status GetStatus() const;
////////////////////////////////////////////////////////////
/// Get the current playing position of the sound
/// \brief Overload of assignment operator
///
/// \return Current playing position, expressed in seconds
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
float GetPlayingOffset() const;
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Instance to assign
///
/// \return Reference to the sound
///
////////////////////////////////////////////////////////////
Sound& operator =(const Sound& other);
Sound& operator =(const Sound& right);
private :
friend class SoundStream;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int mySource; ///< OpenAL source identifier
ResourcePtr<SoundBuffer> myBuffer; ///< Sound buffer bound to the source
};
@ -303,3 +213,40 @@ private :
#endif // SFML_SOUND_HPP
////////////////////////////////////////////////////////////
/// \class sf::Sound
///
/// sf::Sound is the class to use to play sounds.
/// It provides:
/// \li Control (play, pause, stop)
/// \li Ability to modify output parameters in real-time (pitch, volume, ...)
/// \li 3D spatial features (position, attenuation, ...).
///
/// sf::Sound is perfect for playing short sounds that can
/// fit in memory and require no latency, like foot steps or
/// gun shots. For longer sounds, like background musics
/// or long speeches, rather see sf::Music (which is based
/// on streaming).
///
/// In order to work, a sound must be given a buffer of audio
/// data to play. Audio data (samples) is stored in sf::SoundBuffer,
/// and attached to a sound with the SetBuffer() function.
/// The buffer object attached to a sound must remain alive
/// as long as the sound uses it. Note that multiple sounds
/// can use the same sound buffer at the same time.
///
/// Usage example:
/// \code
/// sf::SoundBuffer buffer;
/// buffer.LoadFromFile("sound.wav");
///
/// sf::Sound sound;
/// sound.SetBuffer(buffer);
/// sound.Play();
/// \endcode
///
/// \see sf::SoundBuffer, sf::Music
///
////////////////////////////////////////////////////////////

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@ -0,0 +1,285 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOUNDSOURCE_HPP
#define SFML_SOUNDSOURCE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Vector3.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Base class defining a sound's properties
///
////////////////////////////////////////////////////////////
class SFML_API SoundSource
{
public :
////////////////////////////////////////////////////////////
/// \brief Enumeration of the sound source states
///
////////////////////////////////////////////////////////////
enum Status
{
Stopped, ///< Sound is not playing
Paused, ///< Sound is paused
Playing ///< Sound is playing
};
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
SoundSource(const SoundSource& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~SoundSource();
////////////////////////////////////////////////////////////
/// \brief Set the pitch of the sound
///
/// The pitch represents the perceived fundamental frequency
/// of a sound; thus you can make a sound more acute or grave
/// by changing its pitch. A side effect of changing the pitch
/// is to modify the playing speed of the sound as well.
/// The default value for the pitch is 1.
///
/// \param pitch New pitch to apply to the sound
///
/// \see GetPitch
///
////////////////////////////////////////////////////////////
void SetPitch(float pitch);
////////////////////////////////////////////////////////////
/// \brief Set the volume of the sound
///
/// The volume is a value between 0 (mute) and 100 (full volume).
/// The default value for the volume is 100.
///
/// \param volume Volume of the sound
///
/// \see GetVolume
///
////////////////////////////////////////////////////////////
void SetVolume(float volume);
////////////////////////////////////////////////////////////
/// \brief Set the 3D position of the sound in the audio scene
///
/// Only sounds with one channel (mono sounds) can be
/// spatialized.
/// The default position of a sound is (0, 0, 0).
///
/// \param x X coordinate of the position of the sound in the scene
/// \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
///
////////////////////////////////////////////////////////////
void SetPosition(float x, float y, float z);
////////////////////////////////////////////////////////////
/// \brief Set the 3D position of the sound in the audio scene
///
/// Only sounds with one channel (mono sounds) can be
/// spatialized.
/// The default position of a sound is (0, 0, 0).
///
/// \param position Position of the sound in the scene
///
/// \see GetPosition
///
////////////////////////////////////////////////////////////
void SetPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// \brief Make the sound's position relative to the listener or absolute
///
/// Making a sound relative to the listener will ensure that it will always
/// be played the same way regardless the position of the listener.
/// This can be useful for non-spatialized sounds, sounds that are
/// produced by the listener, or sounds attached to it.
/// The default value is false (position is absolute).
///
/// \param relative True to set the position relative, false to set it absolute
///
/// \see IsRelativeToListener
///
////////////////////////////////////////////////////////////
void SetRelativeToListener(bool relative);
////////////////////////////////////////////////////////////
/// \brief Set the minimum distance of the sound
///
/// The "minimum distance" of a sound is the maximum
/// distance at which it is heard at its maximum volume. Further
/// than the minimum distance, it will start to fade out according
/// to its attenuation factor. A value of 0 ("inside the head
/// of the listener") is an invalid value and is forbidden.
/// The default value of the minimum distance is 1.
///
/// \param distance New minimum distance of the sound
///
/// \see GetMinDistance, SetAttenuation
///
////////////////////////////////////////////////////////////
void SetMinDistance(float distance);
////////////////////////////////////////////////////////////
/// \brief Set the attenuation factor of the sound
///
/// The attenuation is a multiplicative factor which makes
/// the sound more or less loud according to its distance
/// from the listener. An attenuation of 0 will produce a
/// non-attenuated sound, i.e. its volume will always be the same
/// whether it is heard from near or from far. On the other hand,
/// an attenuation value such as 100 will make the sound fade out
/// very quickly as it gets further from the listener.
/// The default value of the attenuation is 1.
///
/// \param attenuation New attenuation factor of the sound
///
/// \see GetAttenuation, SetMinDistance
///
////////////////////////////////////////////////////////////
void SetAttenuation(float attenuation);
////////////////////////////////////////////////////////////
/// \brief Get the pitch of the sound
///
/// \return Pitch of the sound
///
/// \see SetPitch
///
////////////////////////////////////////////////////////////
float GetPitch() const;
////////////////////////////////////////////////////////////
/// \brief Get the volume of the sound
///
/// \return Volume of the sound, in the range [0, 100]
///
/// \see SetVolume
///
////////////////////////////////////////////////////////////
float GetVolume() const;
////////////////////////////////////////////////////////////
/// \brief Get the 3D position of the sound in the audio scene
///
/// \return Position of the sound
///
/// \see SetPosition
///
////////////////////////////////////////////////////////////
Vector3f GetPosition() const;
////////////////////////////////////////////////////////////
/// \brief Tell whether the sound's position is relative to the
/// listener or is absolute
///
/// \return True if the position is relative, false if it's absolute
///
/// \see SetRelativeToListener
///
////////////////////////////////////////////////////////////
bool IsRelativeToListener() const;
////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of the sound
///
/// \return Minimum distance of the sound
///
/// \see SetMinDistance, GetAttenuation
///
////////////////////////////////////////////////////////////
float GetMinDistance() const;
////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of the sound
///
/// \return Attenuation factor of the sound
///
/// \see SetAttenuation, GetMinDistance
///
////////////////////////////////////////////////////////////
float GetAttenuation() const;
protected :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor is meant ot be called by derived classes only.
///
////////////////////////////////////////////////////////////
SoundSource();
////////////////////////////////////////////////////////////
/// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
Status GetStatus() const;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int mySource; ///< OpenAL source identifier
};
} // namespace sf
#endif // SFML_SOUNDSOURCE_HPP
////////////////////////////////////////////////////////////
/// \class sf::SoundSource
///
/// sf::SoundSource is not meant to be used directly, it
/// only serves as a common base for all audio objects
/// that can live in the audio environment.
///
/// It defines several properties for the sound: pitch,
/// volume, position, attenuation, etc. All of them can be
/// changed at any time with no impact on performances.
///
/// \see sf::Sound, sf::SoundStream
///
////////////////////////////////////////////////////////////

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@ -28,7 +28,7 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Sound.hpp>
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Thread.hpp>
#include <cstdlib>
@ -39,28 +39,10 @@ namespace sf
/// \brief Abstract base class for streamed audio sources
///
////////////////////////////////////////////////////////////
class SFML_API SoundStream : private Thread, private Sound
class SFML_API SoundStream : public SoundSource, private Thread
{
public :
using Sound::Status;
using Sound::Stopped;
using Sound::Paused;
using Sound::Playing;
using Sound::Pause;
using Sound::SetPitch;
using Sound::SetVolume;
using Sound::SetPosition;
using Sound::SetRelativeToListener;
using Sound::SetMinDistance;
using Sound::SetAttenuation;
using Sound::GetPitch;
using Sound::GetVolume;
using Sound::GetPosition;
using Sound::IsRelativeToListener;
using Sound::GetMinDistance;
using Sound::GetAttenuation;
////////////////////////////////////////////////////////////
/// \brief Structure defining a chunk of audio data to stream
///
@ -90,6 +72,17 @@ public :
////////////////////////////////////////////////////////////
void Play();
////////////////////////////////////////////////////////////
/// \brief Pause the audio stream
///
/// This function pauses the stream if it was playing,
/// otherwise (stream already paused or stopped) it has no effect.
///
/// \see Play, Stop
///
////////////////////////////////////////////////////////////
void Pause();
////////////////////////////////////////////////////////////
/// \brief Stop playing the audio stream
///
@ -172,7 +165,7 @@ public :
////////////////////////////////////////////////////////////
/// \brief Tell whether or not the stream is in loop mode
///
/// \return True if the music is looping, false otherwise
/// \return True if the stream is looping, false otherwise
///
/// \see SetLoop
///