Source code changes.
* Changed newlines to \n. * Removed whitespace before colons. * Fixed several alignments.
This commit is contained in:
parent
b27cbd5036
commit
f24ca9a840
268 changed files with 40227 additions and 40227 deletions
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@ -1,234 +1,234 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2014 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;
|
||||
// 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.
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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_LISTENER_HPP
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#define SFML_LISTENER_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio/Export.hpp>
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#include <SFML/System/Vector3.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief The audio listener is the point in the scene
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/// from where all the sounds are heard
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API Listener
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{
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public :
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////////////////////////////////////////////////////////////
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/// \brief Change the global volume of all the sounds and musics
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///
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/// The volume is a number between 0 and 100; it is combined with
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/// the individual volume of each sound / music.
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/// The default value for the volume is 100 (maximum).
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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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///
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/// The default listener's position is (0, 0, 0).
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///
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/// \param x X coordinate of the listener's position
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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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///
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////////////////////////////////////////////////////////////
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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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///
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/// The default listener's position is (0, 0, 0).
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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static Vector3f getPosition();
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////////////////////////////////////////////////////////////
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/// \brief Set the forward vector of the listener in the scene
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///
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/// The direction (also called "at vector") is the vector
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/// pointing forward from the listener's perspective. Together
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/// with the up vector, it defines the 3D orientation of the
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/// listener in the scene. The direction vector doesn't
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/// have to be normalized.
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/// The default listener's direction is (0, 0, -1).
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///
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/// \param x X coordinate of the listener's direction
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/// \param y Y coordinate of the listener's direction
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/// \param z Z coordinate of the listener's direction
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///
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/// \see getDirection, setUpVector, 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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////////////////////////////////////////////////////////////
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/// \brief Set the forward vector of the listener in the scene
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///
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/// The direction (also called "at vector") is the vector
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/// pointing forward from the listener's perspective. Together
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/// with the up vector, it defines the 3D orientation of the
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/// listener in the scene. The direction vector doesn't
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/// have to be normalized.
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/// The default listener's direction is (0, 0, -1).
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///
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/// \param direction New listener's direction
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///
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/// \see getDirection, setUpVector, setPosition
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///
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////////////////////////////////////////////////////////////
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static void setDirection(const Vector3f& direction);
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////////////////////////////////////////////////////////////
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/// \brief Get the current forward vector of the listener in the scene
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///
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/// \return Listener's forward vector (not normalized)
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///
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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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////////////////////////////////////////////////////////////
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/// \brief Set the upward vector of the listener in the scene
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///
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/// The up vector is the vector that points upward from the
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/// listener's perspective. Together with the direction, it
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/// defines the 3D orientation of the listener in the scene.
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/// The up vector doesn't have to be normalized.
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/// The default listener's up vector is (0, 1, 0). It is usually
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/// not necessary to change it, especially in 2D scenarios.
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///
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/// \param x X coordinate of the listener's up vector
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/// \param y Y coordinate of the listener's up vector
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/// \param z Z coordinate of the listener's up vector
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///
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/// \see getUpVector, setDirection, setPosition
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///
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////////////////////////////////////////////////////////////
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static void setUpVector(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Set the upward vector of the listener in the scene
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///
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/// The up vector is the vector that points upward from the
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/// listener's perspective. Together with the direction, it
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/// defines the 3D orientation of the listener in the scene.
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/// The up vector doesn't have to be normalized.
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/// The default listener's up vector is (0, 1, 0). It is usually
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/// not necessary to change it, especially in 2D scenarios.
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///
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/// \param upVector New listener's up vector
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///
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/// \see getUpVector, setDirection, setPosition
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///
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////////////////////////////////////////////////////////////
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static void setUpVector(const Vector3f& upVector);
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////////////////////////////////////////////////////////////
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/// \brief Get the current upward vector of the listener in the scene
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///
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/// \return Listener's upward vector (not normalized)
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///
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/// \see setUpVector
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///
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////////////////////////////////////////////////////////////
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static Vector3f getUpVector();
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};
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} // namespace sf
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#endif // SFML_LISTENER_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Listener
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/// \ingroup audio
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///
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/// The audio listener defines the global properties of the
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/// audio environment, it defines where and how sounds and musics
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/// are heard. If sf::View is the eyes of the user, then sf::Listener
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/// is his ears (by the way, they are often linked together --
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/// same position, orientation, etc.).
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///
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/// sf::Listener is a simple interface, which allows to setup the
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/// listener in the 3D audio environment (position, direction and
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/// up vector), and to adjust the global volume.
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///
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/// Because the listener is unique in the scene, sf::Listener only
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/// contains static functions and doesn't have to be instantiated.
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///
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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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///
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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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///
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/// // Reduce the global volume
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/// sf::Listener::setGlobalVolume(50);
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2014 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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// 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.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_LISTENER_HPP
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#define SFML_LISTENER_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio/Export.hpp>
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#include <SFML/System/Vector3.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief The audio listener is the point in the scene
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/// from where all the sounds are heard
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API Listener
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Change the global volume of all the sounds and musics
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///
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/// The volume is a number between 0 and 100; it is combined with
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/// the individual volume of each sound / music.
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/// The default value for the volume is 100 (maximum).
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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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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///
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/// The default listener's position is (0, 0, 0).
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///
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/// \param x X coordinate of the listener's position
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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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///
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////////////////////////////////////////////////////////////
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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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///
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/// The default listener's position is (0, 0, 0).
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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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///
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////////////////////////////////////////////////////////////
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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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///
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////////////////////////////////////////////////////////////
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static Vector3f getPosition();
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////////////////////////////////////////////////////////////
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/// \brief Set the forward vector of the listener in the scene
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///
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/// The direction (also called "at vector") is the vector
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/// pointing forward from the listener's perspective. Together
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/// with the up vector, it defines the 3D orientation of the
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/// listener in the scene. The direction vector doesn't
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/// have to be normalized.
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/// The default listener's direction is (0, 0, -1).
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///
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/// \param x X coordinate of the listener's direction
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/// \param y Y coordinate of the listener's direction
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/// \param z Z coordinate of the listener's direction
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///
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/// \see getDirection, setUpVector, 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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////////////////////////////////////////////////////////////
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/// \brief Set the forward vector of the listener in the scene
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///
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/// The direction (also called "at vector") is the vector
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/// pointing forward from the listener's perspective. Together
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/// with the up vector, it defines the 3D orientation of the
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/// listener in the scene. The direction vector doesn't
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/// have to be normalized.
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/// The default listener's direction is (0, 0, -1).
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///
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/// \param direction New listener's direction
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///
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/// \see getDirection, setUpVector, setPosition
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///
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////////////////////////////////////////////////////////////
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static void setDirection(const Vector3f& direction);
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////////////////////////////////////////////////////////////
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/// \brief Get the current forward vector of the listener in the scene
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///
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/// \return Listener's forward vector (not normalized)
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///
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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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////////////////////////////////////////////////////////////
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/// \brief Set the upward vector of the listener in the scene
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///
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/// The up vector is the vector that points upward from the
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/// listener's perspective. Together with the direction, it
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/// defines the 3D orientation of the listener in the scene.
|
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/// The up vector doesn't have to be normalized.
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/// The default listener's up vector is (0, 1, 0). It is usually
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/// not necessary to change it, especially in 2D scenarios.
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///
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/// \param x X coordinate of the listener's up vector
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/// \param y Y coordinate of the listener's up vector
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/// \param z Z coordinate of the listener's up vector
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///
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/// \see getUpVector, setDirection, setPosition
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///
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////////////////////////////////////////////////////////////
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static void setUpVector(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Set the upward vector of the listener in the scene
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///
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/// The up vector is the vector that points upward from the
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/// listener's perspective. Together with the direction, it
|
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/// defines the 3D orientation of the listener in the scene.
|
||||
/// The up vector doesn't have to be normalized.
|
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/// The default listener's up vector is (0, 1, 0). It is usually
|
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/// not necessary to change it, especially in 2D scenarios.
|
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///
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/// \param upVector New listener's up vector
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///
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/// \see getUpVector, setDirection, setPosition
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///
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////////////////////////////////////////////////////////////
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static void setUpVector(const Vector3f& upVector);
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////////////////////////////////////////////////////////////
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/// \brief Get the current upward vector of the listener in the scene
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///
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/// \return Listener's upward vector (not normalized)
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///
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/// \see setUpVector
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///
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////////////////////////////////////////////////////////////
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static Vector3f getUpVector();
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};
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} // namespace sf
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#endif // SFML_LISTENER_HPP
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|
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|
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////////////////////////////////////////////////////////////
|
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/// \class sf::Listener
|
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/// \ingroup audio
|
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///
|
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/// The audio listener defines the global properties of the
|
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/// audio environment, it defines where and how sounds and musics
|
||||
/// are heard. If sf::View is the eyes of the user, then sf::Listener
|
||||
/// is his ears (by the way, they are often linked together --
|
||||
/// same position, orientation, etc.).
|
||||
///
|
||||
/// sf::Listener is a simple interface, which allows to setup the
|
||||
/// listener in the 3D audio environment (position, direction and
|
||||
/// up vector), and to adjust the global volume.
|
||||
///
|
||||
/// Because the listener is unique in the scene, sf::Listener only
|
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/// contains static functions and doesn't have to be instantiated.
|
||||
///
|
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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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///
|
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/// // Make it face the right axis (1, 0, 0)
|
||||
/// sf::Listener::setDirection(1, 0, 0);
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///
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/// // Reduce the global volume
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/// sf::Listener::setGlobalVolume(50);
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/// \endcode
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||||
///
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||||
////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -1,228 +1,228 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_MUSIC_HPP
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#define SFML_MUSIC_HPP
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|
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////////////////////////////////////////////////////////////
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// Headers
|
||||
////////////////////////////////////////////////////////////
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#include <SFML/Audio/Export.hpp>
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#include <SFML/Audio/SoundStream.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <SFML/System/Time.hpp>
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#include <string>
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||||
#include <vector>
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||||
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namespace sf
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||||
{
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namespace priv
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||||
{
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class SoundFile;
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}
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class InputStream;
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||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Streamed music played from an audio file
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API Music : public SoundStream
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Music();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~Music();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Open a music from an audio file
|
||||
///
|
||||
/// This function doesn't start playing the music (call play()
|
||||
/// to do so).
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param filename Path of the music file to open
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see openFromMemory, openFromStream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool openFromFile(const std::string& filename);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Open a music from an audio file in memory
|
||||
///
|
||||
/// This function doesn't start playing the music (call play()
|
||||
/// to do so).
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
/// Since the music is not loaded completely but rather streamed
|
||||
/// continuously, the \a data must remain available as long as the
|
||||
/// music is playing (ie. you can't deallocate it right after calling
|
||||
/// this function).
|
||||
///
|
||||
/// \param data Pointer to the file data in memory
|
||||
/// \param sizeInBytes Size of the data to load, in bytes
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see openFromFile, openFromStream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool openFromMemory(const void* data, std::size_t sizeInBytes);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Open a music from an audio file in a custom stream
|
||||
///
|
||||
/// This function doesn't start playing the music (call play()
|
||||
/// to do so).
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
/// Since the music is not loaded completely but rather streamed
|
||||
/// continuously, the \a stream must remain alive as long as the
|
||||
/// music is playing (ie. you can't destroy it right after calling
|
||||
/// this function).
|
||||
///
|
||||
/// \param stream Source stream to read from
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see openFromFile, openFromMemory
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool openFromStream(InputStream& stream);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the total duration of the music
|
||||
///
|
||||
/// \return Music duration
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time getDuration() const;
|
||||
|
||||
protected :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Request a new chunk of audio samples from the stream source
|
||||
///
|
||||
/// This function fills the chunk from the next samples
|
||||
/// to read from the audio file.
|
||||
///
|
||||
/// \param data Chunk of data to fill
|
||||
///
|
||||
/// \return True to continue playback, false to stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onGetData(Chunk& data);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position in the stream source
|
||||
///
|
||||
/// \param timeOffset New playing position, from the beginning of the music
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onSeek(Time timeOffset);
|
||||
|
||||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Initialize the internal state after loading a new music
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void initialize();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
priv::SoundFile* m_file; ///< Sound file
|
||||
Time m_duration; ///< Music duration
|
||||
std::vector<Int16> m_samples; ///< Temporary buffer of samples
|
||||
Mutex m_mutex; ///< Mutex protecting the data
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_MUSIC_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Music
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// Musics are sounds that are streamed rather than completely
|
||||
/// loaded in memory. This is especially useful for compressed
|
||||
/// musics that usually take hundreds of MB when they are
|
||||
/// uncompressed: by streaming it instead of loading it entirely,
|
||||
/// you avoid saturating the memory and have almost no loading delay.
|
||||
///
|
||||
/// Apart from that, a sf::Music has almost the same features as
|
||||
/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
|
||||
/// it, request its parameters (channels, sample rate), change
|
||||
/// the way it is played (pitch, volume, 3D position, ...), etc.
|
||||
///
|
||||
/// As a sound stream, a music is played in its own thread in order
|
||||
/// not to block the rest of the program. This means that you can
|
||||
/// leave the music alone after calling play(), it will manage itself
|
||||
/// very well.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Declare a new music
|
||||
/// sf::Music music;
|
||||
///
|
||||
/// // Open it from an audio file
|
||||
/// if (!music.openFromFile("music.ogg"))
|
||||
/// {
|
||||
/// // error...
|
||||
/// }
|
||||
///
|
||||
/// // Change some parameters
|
||||
/// music.setPosition(0, 1, 10); // change its 3D position
|
||||
/// music.setPitch(2); // increase the pitch
|
||||
/// music.setVolume(50); // reduce the volume
|
||||
/// music.setLoop(true); // make it loop
|
||||
///
|
||||
/// // Play it
|
||||
/// music.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Sound, sf::SoundStream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_MUSIC_HPP
|
||||
#define SFML_MUSIC_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/Audio/SoundStream.hpp>
|
||||
#include <SFML/System/Mutex.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
class SoundFile;
|
||||
}
|
||||
|
||||
class InputStream;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Streamed music played from an audio file
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API Music : public SoundStream
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Music();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~Music();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Open a music from an audio file
|
||||
///
|
||||
/// This function doesn't start playing the music (call play()
|
||||
/// to do so).
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param filename Path of the music file to open
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see openFromMemory, openFromStream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool openFromFile(const std::string& filename);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Open a music from an audio file in memory
|
||||
///
|
||||
/// This function doesn't start playing the music (call play()
|
||||
/// to do so).
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
/// Since the music is not loaded completely but rather streamed
|
||||
/// continuously, the \a data must remain available as long as the
|
||||
/// music is playing (ie. you can't deallocate it right after calling
|
||||
/// this function).
|
||||
///
|
||||
/// \param data Pointer to the file data in memory
|
||||
/// \param sizeInBytes Size of the data to load, in bytes
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see openFromFile, openFromStream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool openFromMemory(const void* data, std::size_t sizeInBytes);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Open a music from an audio file in a custom stream
|
||||
///
|
||||
/// This function doesn't start playing the music (call play()
|
||||
/// to do so).
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
/// Since the music is not loaded completely but rather streamed
|
||||
/// continuously, the \a stream must remain alive as long as the
|
||||
/// music is playing (ie. you can't destroy it right after calling
|
||||
/// this function).
|
||||
///
|
||||
/// \param stream Source stream to read from
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see openFromFile, openFromMemory
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool openFromStream(InputStream& stream);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the total duration of the music
|
||||
///
|
||||
/// \return Music duration
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time getDuration() const;
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Request a new chunk of audio samples from the stream source
|
||||
///
|
||||
/// This function fills the chunk from the next samples
|
||||
/// to read from the audio file.
|
||||
///
|
||||
/// \param data Chunk of data to fill
|
||||
///
|
||||
/// \return True to continue playback, false to stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onGetData(Chunk& data);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position in the stream source
|
||||
///
|
||||
/// \param timeOffset New playing position, from the beginning of the music
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onSeek(Time timeOffset);
|
||||
|
||||
private:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Initialize the internal state after loading a new music
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void initialize();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
priv::SoundFile* m_file; ///< Sound file
|
||||
Time m_duration; ///< Music duration
|
||||
std::vector<Int16> m_samples; ///< Temporary buffer of samples
|
||||
Mutex m_mutex; ///< Mutex protecting the data
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_MUSIC_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Music
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// Musics are sounds that are streamed rather than completely
|
||||
/// loaded in memory. This is especially useful for compressed
|
||||
/// musics that usually take hundreds of MB when they are
|
||||
/// uncompressed: by streaming it instead of loading it entirely,
|
||||
/// you avoid saturating the memory and have almost no loading delay.
|
||||
///
|
||||
/// Apart from that, a sf::Music has almost the same features as
|
||||
/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
|
||||
/// it, request its parameters (channels, sample rate), change
|
||||
/// the way it is played (pitch, volume, 3D position, ...), etc.
|
||||
///
|
||||
/// As a sound stream, a music is played in its own thread in order
|
||||
/// not to block the rest of the program. This means that you can
|
||||
/// leave the music alone after calling play(), it will manage itself
|
||||
/// very well.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Declare a new music
|
||||
/// sf::Music music;
|
||||
///
|
||||
/// // Open it from an audio file
|
||||
/// if (!music.openFromFile("music.ogg"))
|
||||
/// {
|
||||
/// // error...
|
||||
/// }
|
||||
///
|
||||
/// // Change some parameters
|
||||
/// music.setPosition(0, 1, 10); // change its 3D position
|
||||
/// music.setPitch(2); // increase the pitch
|
||||
/// music.setVolume(50); // reduce the volume
|
||||
/// music.setLoop(true); // make it loop
|
||||
///
|
||||
/// // Play it
|
||||
/// music.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Sound, sf::SoundStream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -1,264 +1,264 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUND_HPP
|
||||
#define SFML_SOUND_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/Audio/SoundSource.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <cstdlib>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
class SoundBuffer;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Regular sound that can be played in the audio environment
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API Sound : public SoundSource
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Sound();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct the sound with a buffer
|
||||
///
|
||||
/// \param buffer Sound buffer containing the audio data to play with the sound
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
explicit Sound(const SoundBuffer& buffer);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Copy constructor
|
||||
///
|
||||
/// \param copy Instance to copy
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Sound(const Sound& copy);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~Sound();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start or resume playing the sound
|
||||
///
|
||||
/// This function starts the stream if it was stopped, resumes
|
||||
/// it if it was paused, and restarts it from beginning if it
|
||||
/// was 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();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \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();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \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();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the source buffer containing the audio data to play
|
||||
///
|
||||
/// 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);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set whether or not the sound should loop after reaching the end
|
||||
///
|
||||
/// 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);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position of the sound
|
||||
///
|
||||
/// The playing position can be changed when the sound is
|
||||
/// either paused or playing. Changing the playing position
|
||||
/// when the sound is stopped has no effect, since playing
|
||||
/// the sound would reset its position.
|
||||
///
|
||||
/// \param timeOffset New playing position, from the beginning of the sound
|
||||
///
|
||||
/// \see getPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setPlayingOffset(Time timeOffset);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the audio buffer attached to the sound
|
||||
///
|
||||
/// \return Sound buffer attached to the sound (can be NULL)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer* getBuffer() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \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;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current playing position of the sound
|
||||
///
|
||||
/// \return Current playing position, from the beginning of the sound
|
||||
///
|
||||
/// \see setPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time getPlayingOffset() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current status of the sound (stopped, paused, playing)
|
||||
///
|
||||
/// \return Current status of the sound
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Status getStatus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Overload of assignment operator
|
||||
///
|
||||
/// \param right Instance to assign
|
||||
///
|
||||
/// \return Reference to self
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Sound& operator =(const Sound& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Reset the internal buffer of the sound
|
||||
///
|
||||
/// This function is for internal use only, you don't have
|
||||
/// to use it. It is called by the sf::SoundBuffer that
|
||||
/// this sound uses, when it is destroyed in order to prevent
|
||||
/// the sound from using a dead buffer.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void resetBuffer();
|
||||
|
||||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer* m_buffer; ///< Sound buffer bound to the source
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUND_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Sound
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUND_HPP
|
||||
#define SFML_SOUND_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/Audio/SoundSource.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <cstdlib>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
class SoundBuffer;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Regular sound that can be played in the audio environment
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API Sound : public SoundSource
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Sound();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct the sound with a buffer
|
||||
///
|
||||
/// \param buffer Sound buffer containing the audio data to play with the sound
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
explicit Sound(const SoundBuffer& buffer);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Copy constructor
|
||||
///
|
||||
/// \param copy Instance to copy
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Sound(const Sound& copy);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~Sound();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start or resume playing the sound
|
||||
///
|
||||
/// This function starts the stream if it was stopped, resumes
|
||||
/// it if it was paused, and restarts it from beginning if it
|
||||
/// was 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();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \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();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \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();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the source buffer containing the audio data to play
|
||||
///
|
||||
/// 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);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set whether or not the sound should loop after reaching the end
|
||||
///
|
||||
/// 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);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position of the sound
|
||||
///
|
||||
/// The playing position can be changed when the sound is
|
||||
/// either paused or playing. Changing the playing position
|
||||
/// when the sound is stopped has no effect, since playing
|
||||
/// the sound would reset its position.
|
||||
///
|
||||
/// \param timeOffset New playing position, from the beginning of the sound
|
||||
///
|
||||
/// \see getPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setPlayingOffset(Time timeOffset);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the audio buffer attached to the sound
|
||||
///
|
||||
/// \return Sound buffer attached to the sound (can be NULL)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer* getBuffer() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \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;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current playing position of the sound
|
||||
///
|
||||
/// \return Current playing position, from the beginning of the sound
|
||||
///
|
||||
/// \see setPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time getPlayingOffset() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current status of the sound (stopped, paused, playing)
|
||||
///
|
||||
/// \return Current status of the sound
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Status getStatus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Overload of assignment operator
|
||||
///
|
||||
/// \param right Instance to assign
|
||||
///
|
||||
/// \return Reference to self
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Sound& operator =(const Sound& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Reset the internal buffer of the sound
|
||||
///
|
||||
/// This function is for internal use only, you don't have
|
||||
/// to use it. It is called by the sf::SoundBuffer that
|
||||
/// this sound uses, when it is destroyed in order to prevent
|
||||
/// the sound from using a dead buffer.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void resetBuffer();
|
||||
|
||||
private:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer* m_buffer; ///< Sound buffer bound to the source
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUND_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Sound
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -1,359 +1,359 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDBUFFER_HPP
|
||||
#define SFML_SOUNDBUFFER_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <set>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
class SoundFile;
|
||||
}
|
||||
|
||||
class Sound;
|
||||
class InputStream;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Storage for audio samples defining a sound
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundBuffer
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundBuffer();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Copy constructor
|
||||
///
|
||||
/// \param copy Instance to copy
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundBuffer(const SoundBuffer& copy);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~SoundBuffer();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from a file
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param filename Path of the sound file to load
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromMemory, loadFromStream, loadFromSamples, saveToFile
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromFile(const std::string& filename);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from a file in memory
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param data Pointer to the file data in memory
|
||||
/// \param sizeInBytes Size of the data to load, in bytes
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromStream, loadFromSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromMemory(const void* data, std::size_t sizeInBytes);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from a custom stream
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param stream Source stream to read from
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromMemory, loadFromSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromStream(InputStream& stream);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from an array of audio samples
|
||||
///
|
||||
/// The assumed format of the audio samples is 16 bits signed integer
|
||||
/// (sf::Int16).
|
||||
///
|
||||
/// \param samples Pointer to the array of samples in memory
|
||||
/// \param sampleCount Number of samples in the array
|
||||
/// \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
|
||||
/// \param sampleRate Sample rate (number of samples to play per second)
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromMemory, saveToFile
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromSamples(const Int16* samples, std::size_t sampleCount, unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Save the sound buffer to an audio file
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param filename Path of the sound file to write
|
||||
///
|
||||
/// \return True if saving succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromMemory, loadFromSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool saveToFile(const std::string& filename) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the array of audio samples stored in the buffer
|
||||
///
|
||||
/// The format of the returned samples is 16 bits signed integer
|
||||
/// (sf::Int16). The total number of samples in this array
|
||||
/// is given by the getSampleCount() function.
|
||||
///
|
||||
/// \return Read-only pointer to the array of sound samples
|
||||
///
|
||||
/// \see getSampleCount
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const Int16* getSamples() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the number of samples stored in the buffer
|
||||
///
|
||||
/// The array of samples can be accessed with the getSamples()
|
||||
/// function.
|
||||
///
|
||||
/// \return Number of samples
|
||||
///
|
||||
/// \see getSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
std::size_t getSampleCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the sample rate of the sound
|
||||
///
|
||||
/// The sample rate is the number of samples played per second.
|
||||
/// The higher, the better the quality (for example, 44100
|
||||
/// samples/s is CD quality).
|
||||
///
|
||||
/// \return Sample rate (number of samples per second)
|
||||
///
|
||||
/// \see getChannelCount, getDuration
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the number of channels used by the sound
|
||||
///
|
||||
/// If the sound is mono then the number of channels will
|
||||
/// be 1, 2 for stereo, etc.
|
||||
///
|
||||
/// \return Number of channels
|
||||
///
|
||||
/// \see getSampleRate, getDuration
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getChannelCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the total duration of the sound
|
||||
///
|
||||
/// \return Sound duration
|
||||
///
|
||||
/// \see getSampleRate, getChannelCount
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time getDuration() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Overload of assignment operator
|
||||
///
|
||||
/// \param right Instance to assign
|
||||
///
|
||||
/// \return Reference to self
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundBuffer& operator =(const SoundBuffer& right);
|
||||
|
||||
private :
|
||||
|
||||
friend class Sound;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Initialize the internal state after loading a new sound
|
||||
///
|
||||
/// \param file Sound file providing access to the new loaded sound
|
||||
///
|
||||
/// \return True on succesful initialization, false on failure
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool initialize(priv::SoundFile& file);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Update the internal buffer with the cached audio samples
|
||||
///
|
||||
/// \param channelCount Number of channels
|
||||
/// \param sampleRate Sample rate (number of samples per second)
|
||||
///
|
||||
/// \return True on success, false if any error happened
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool update(unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Add a sound to the list of sounds that use this buffer
|
||||
///
|
||||
/// \param sound Sound instance to attach
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void attachSound(Sound* sound) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Remove a sound from the list of sounds that use this buffer
|
||||
///
|
||||
/// \param sound Sound instance to detach
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void detachSound(Sound* sound) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Types
|
||||
////////////////////////////////////////////////////////////
|
||||
typedef std::set<Sound*> SoundList; ///< Set of unique sound instances
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int m_buffer; ///< OpenAL buffer identifier
|
||||
std::vector<Int16> m_samples; ///< Samples buffer
|
||||
Time m_duration; ///< Sound duration
|
||||
mutable SoundList m_sounds; ///< List of sounds that are using this buffer
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDBUFFER_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundBuffer
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// A sound buffer holds the data of a sound, which is
|
||||
/// an array of audio samples. A sample is a 16 bits signed integer
|
||||
/// that defines the amplitude of the sound at a given time.
|
||||
/// The sound is then restituted by playing these samples at
|
||||
/// a high rate (for example, 44100 samples per second is the
|
||||
/// standard rate used for playing CDs). In short, audio samples
|
||||
/// 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()
|
||||
/// 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.
|
||||
///
|
||||
/// Sound buffers alone are not very useful: they hold the audio data
|
||||
/// but cannot be played. To do so, you need to use the sf::Sound class,
|
||||
/// which provides functions to play/pause/stop the sound as well as
|
||||
/// changing the way it is outputted (volume, pitch, 3D position, ...).
|
||||
/// This separation allows more flexibility and better performances:
|
||||
/// indeed a sf::SoundBuffer is a heavy resource, and any operation on it
|
||||
/// is slow (often too slow for real-time applications). On the other
|
||||
/// side, a sf::Sound is a lightweight object, which can use the audio data
|
||||
/// of a sound buffer and change the way it is played without actually
|
||||
/// modifying that data. Note that it is also possible to bind
|
||||
/// several sf::Sound instances to the same sf::SoundBuffer.
|
||||
///
|
||||
/// It is important to note that the sf::Sound instance doesn't
|
||||
/// copy the buffer that it uses, it only keeps a reference to it.
|
||||
/// Thus, a sf::SoundBuffer must not be destructed while it is
|
||||
/// used by a sf::Sound (i.e. never write a function that
|
||||
/// uses a local sf::SoundBuffer instance for loading a sound).
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Declare a new sound buffer
|
||||
/// sf::SoundBuffer buffer;
|
||||
///
|
||||
/// // Load it from a file
|
||||
/// if (!buffer.loadFromFile("sound.wav"))
|
||||
/// {
|
||||
/// // error...
|
||||
/// }
|
||||
///
|
||||
/// // Create a sound source and bind it to the buffer
|
||||
/// sf::Sound sound1;
|
||||
/// sound1.setBuffer(buffer);
|
||||
///
|
||||
/// // Play the sound
|
||||
/// sound1.play();
|
||||
///
|
||||
/// // Create another sound source bound to the same buffer
|
||||
/// sf::Sound sound2;
|
||||
/// sound2.setBuffer(buffer);
|
||||
///
|
||||
/// // Play it with a higher pitch -- the first sound remains unchanged
|
||||
/// sound2.setPitch(2);
|
||||
/// sound2.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Sound, sf::SoundBufferRecorder
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDBUFFER_HPP
|
||||
#define SFML_SOUNDBUFFER_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <set>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
class SoundFile;
|
||||
}
|
||||
|
||||
class Sound;
|
||||
class InputStream;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Storage for audio samples defining a sound
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundBuffer();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Copy constructor
|
||||
///
|
||||
/// \param copy Instance to copy
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundBuffer(const SoundBuffer& copy);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~SoundBuffer();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from a file
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param filename Path of the sound file to load
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromMemory, loadFromStream, loadFromSamples, saveToFile
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromFile(const std::string& filename);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from a file in memory
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param data Pointer to the file data in memory
|
||||
/// \param sizeInBytes Size of the data to load, in bytes
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromStream, loadFromSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromMemory(const void* data, std::size_t sizeInBytes);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from a custom stream
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param stream Source stream to read from
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromMemory, loadFromSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromStream(InputStream& stream);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Load the sound buffer from an array of audio samples
|
||||
///
|
||||
/// The assumed format of the audio samples is 16 bits signed integer
|
||||
/// (sf::Int16).
|
||||
///
|
||||
/// \param samples Pointer to the array of samples in memory
|
||||
/// \param sampleCount Number of samples in the array
|
||||
/// \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
|
||||
/// \param sampleRate Sample rate (number of samples to play per second)
|
||||
///
|
||||
/// \return True if loading succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromMemory, saveToFile
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool loadFromSamples(const Int16* samples, std::size_t sampleCount, unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Save the sound buffer to an audio file
|
||||
///
|
||||
/// Here is a complete list of all the supported audio formats:
|
||||
/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam,
|
||||
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
|
||||
///
|
||||
/// \param filename Path of the sound file to write
|
||||
///
|
||||
/// \return True if saving succeeded, false if it failed
|
||||
///
|
||||
/// \see loadFromFile, loadFromMemory, loadFromSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool saveToFile(const std::string& filename) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the array of audio samples stored in the buffer
|
||||
///
|
||||
/// The format of the returned samples is 16 bits signed integer
|
||||
/// (sf::Int16). The total number of samples in this array
|
||||
/// is given by the getSampleCount() function.
|
||||
///
|
||||
/// \return Read-only pointer to the array of sound samples
|
||||
///
|
||||
/// \see getSampleCount
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const Int16* getSamples() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the number of samples stored in the buffer
|
||||
///
|
||||
/// The array of samples can be accessed with the getSamples()
|
||||
/// function.
|
||||
///
|
||||
/// \return Number of samples
|
||||
///
|
||||
/// \see getSamples
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
std::size_t getSampleCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the sample rate of the sound
|
||||
///
|
||||
/// The sample rate is the number of samples played per second.
|
||||
/// The higher, the better the quality (for example, 44100
|
||||
/// samples/s is CD quality).
|
||||
///
|
||||
/// \return Sample rate (number of samples per second)
|
||||
///
|
||||
/// \see getChannelCount, getDuration
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the number of channels used by the sound
|
||||
///
|
||||
/// If the sound is mono then the number of channels will
|
||||
/// be 1, 2 for stereo, etc.
|
||||
///
|
||||
/// \return Number of channels
|
||||
///
|
||||
/// \see getSampleRate, getDuration
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getChannelCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the total duration of the sound
|
||||
///
|
||||
/// \return Sound duration
|
||||
///
|
||||
/// \see getSampleRate, getChannelCount
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Time getDuration() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Overload of assignment operator
|
||||
///
|
||||
/// \param right Instance to assign
|
||||
///
|
||||
/// \return Reference to self
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundBuffer& operator =(const SoundBuffer& right);
|
||||
|
||||
private:
|
||||
|
||||
friend class Sound;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Initialize the internal state after loading a new sound
|
||||
///
|
||||
/// \param file Sound file providing access to the new loaded sound
|
||||
///
|
||||
/// \return True on succesful initialization, false on failure
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool initialize(priv::SoundFile& file);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Update the internal buffer with the cached audio samples
|
||||
///
|
||||
/// \param channelCount Number of channels
|
||||
/// \param sampleRate Sample rate (number of samples per second)
|
||||
///
|
||||
/// \return True on success, false if any error happened
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool update(unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Add a sound to the list of sounds that use this buffer
|
||||
///
|
||||
/// \param sound Sound instance to attach
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void attachSound(Sound* sound) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Remove a sound from the list of sounds that use this buffer
|
||||
///
|
||||
/// \param sound Sound instance to detach
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void detachSound(Sound* sound) const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Types
|
||||
////////////////////////////////////////////////////////////
|
||||
typedef std::set<Sound*> SoundList; ///< Set of unique sound instances
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int m_buffer; ///< OpenAL buffer identifier
|
||||
std::vector<Int16> m_samples; ///< Samples buffer
|
||||
Time m_duration; ///< Sound duration
|
||||
mutable SoundList m_sounds; ///< List of sounds that are using this buffer
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDBUFFER_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundBuffer
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// A sound buffer holds the data of a sound, which is
|
||||
/// an array of audio samples. A sample is a 16 bits signed integer
|
||||
/// that defines the amplitude of the sound at a given time.
|
||||
/// The sound is then restituted by playing these samples at
|
||||
/// a high rate (for example, 44100 samples per second is the
|
||||
/// standard rate used for playing CDs). In short, audio samples
|
||||
/// 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()
|
||||
/// 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.
|
||||
///
|
||||
/// Sound buffers alone are not very useful: they hold the audio data
|
||||
/// but cannot be played. To do so, you need to use the sf::Sound class,
|
||||
/// which provides functions to play/pause/stop the sound as well as
|
||||
/// changing the way it is outputted (volume, pitch, 3D position, ...).
|
||||
/// This separation allows more flexibility and better performances:
|
||||
/// indeed a sf::SoundBuffer is a heavy resource, and any operation on it
|
||||
/// is slow (often too slow for real-time applications). On the other
|
||||
/// side, a sf::Sound is a lightweight object, which can use the audio data
|
||||
/// of a sound buffer and change the way it is played without actually
|
||||
/// modifying that data. Note that it is also possible to bind
|
||||
/// several sf::Sound instances to the same sf::SoundBuffer.
|
||||
///
|
||||
/// It is important to note that the sf::Sound instance doesn't
|
||||
/// copy the buffer that it uses, it only keeps a reference to it.
|
||||
/// Thus, a sf::SoundBuffer must not be destructed while it is
|
||||
/// used by a sf::Sound (i.e. never write a function that
|
||||
/// uses a local sf::SoundBuffer instance for loading a sound).
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Declare a new sound buffer
|
||||
/// sf::SoundBuffer buffer;
|
||||
///
|
||||
/// // Load it from a file
|
||||
/// if (!buffer.loadFromFile("sound.wav"))
|
||||
/// {
|
||||
/// // error...
|
||||
/// }
|
||||
///
|
||||
/// // Create a sound source and bind it to the buffer
|
||||
/// sf::Sound sound1;
|
||||
/// sound1.setBuffer(buffer);
|
||||
///
|
||||
/// // Play the sound
|
||||
/// sound1.play();
|
||||
///
|
||||
/// // Create another sound source bound to the same buffer
|
||||
/// sf::Sound sound2;
|
||||
/// sound2.setBuffer(buffer);
|
||||
///
|
||||
/// // Play it with a higher pitch -- the first sound remains unchanged
|
||||
/// sound2.setPitch(2);
|
||||
/// sound2.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Sound, sf::SoundBufferRecorder
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -1,138 +1,138 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDBUFFERRECORDER_HPP
|
||||
#define SFML_SOUNDBUFFERRECORDER_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/Audio/SoundBuffer.hpp>
|
||||
#include <SFML/Audio/SoundRecorder.hpp>
|
||||
#include <vector>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specialized SoundRecorder which stores the captured
|
||||
/// audio data into a sound buffer
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundBufferRecorder : public SoundRecorder
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the sound buffer containing the captured audio data
|
||||
///
|
||||
/// The sound buffer is valid only after the capture has ended.
|
||||
/// This function provides a read-only access to the internal
|
||||
/// sound buffer, but it can be copied if you need to
|
||||
/// make any modification to it.
|
||||
///
|
||||
/// \return Read-only access to the sound buffer
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer& getBuffer() const;
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start capturing audio data
|
||||
///
|
||||
/// \return True to start the capture, or false to abort it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onStart();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Process a new chunk of recorded samples
|
||||
///
|
||||
/// \param samples Pointer to the new chunk of recorded samples
|
||||
/// \param sampleCount Number of samples pointed by \a samples
|
||||
///
|
||||
/// \return True to continue the capture, or false to stop it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop capturing audio data
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onStop();
|
||||
|
||||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
std::vector<Int16> m_samples; ///< Temporary sample buffer to hold the recorded data
|
||||
SoundBuffer m_buffer; ///< Sound buffer that will contain the recorded data
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
#endif // SFML_SOUNDBUFFERRECORDER_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundBufferRecorder
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// sf::SoundBufferRecorder allows to access a recorded sound
|
||||
/// 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())
|
||||
/// and adds a function to retrieve the recorded sound buffer
|
||||
/// (getBuffer()).
|
||||
///
|
||||
/// 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 (sf::SoundBufferRecorder::isAvailable())
|
||||
/// {
|
||||
/// // Record some audio data
|
||||
/// sf::SoundBufferRecorder recorder;
|
||||
/// recorder.start();
|
||||
/// ...
|
||||
/// recorder.stop();
|
||||
///
|
||||
/// // Get the buffer containing the captured audio data
|
||||
/// const sf::SoundBuffer& buffer = recorder.getBuffer();
|
||||
///
|
||||
/// // Save it to a file (for example...)
|
||||
/// buffer.saveToFile("my_record.ogg");
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::SoundRecorder
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDBUFFERRECORDER_HPP
|
||||
#define SFML_SOUNDBUFFERRECORDER_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/Audio/SoundBuffer.hpp>
|
||||
#include <SFML/Audio/SoundRecorder.hpp>
|
||||
#include <vector>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specialized SoundRecorder which stores the captured
|
||||
/// audio data into a sound buffer
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundBufferRecorder : public SoundRecorder
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the sound buffer containing the captured audio data
|
||||
///
|
||||
/// The sound buffer is valid only after the capture has ended.
|
||||
/// This function provides a read-only access to the internal
|
||||
/// sound buffer, but it can be copied if you need to
|
||||
/// make any modification to it.
|
||||
///
|
||||
/// \return Read-only access to the sound buffer
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const SoundBuffer& getBuffer() const;
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start capturing audio data
|
||||
///
|
||||
/// \return True to start the capture, or false to abort it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onStart();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Process a new chunk of recorded samples
|
||||
///
|
||||
/// \param samples Pointer to the new chunk of recorded samples
|
||||
/// \param sampleCount Number of samples pointed by \a samples
|
||||
///
|
||||
/// \return True to continue the capture, or false to stop it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop capturing audio data
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onStop();
|
||||
|
||||
private:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
std::vector<Int16> m_samples; ///< Temporary sample buffer to hold the recorded data
|
||||
SoundBuffer m_buffer; ///< Sound buffer that will contain the recorded data
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
#endif // SFML_SOUNDBUFFERRECORDER_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundBufferRecorder
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// sf::SoundBufferRecorder allows to access a recorded sound
|
||||
/// 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())
|
||||
/// and adds a function to retrieve the recorded sound buffer
|
||||
/// (getBuffer()).
|
||||
///
|
||||
/// 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 (sf::SoundBufferRecorder::isAvailable())
|
||||
/// {
|
||||
/// // Record some audio data
|
||||
/// sf::SoundBufferRecorder recorder;
|
||||
/// recorder.start();
|
||||
/// ...
|
||||
/// recorder.stop();
|
||||
///
|
||||
/// // Get the buffer containing the captured audio data
|
||||
/// const sf::SoundBuffer& buffer = recorder.getBuffer();
|
||||
///
|
||||
/// // Save it to a file (for example...)
|
||||
/// buffer.saveToFile("my_record.ogg");
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::SoundRecorder
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -1,363 +1,363 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDRECORDER_HPP
|
||||
#define SFML_SOUNDRECORDER_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/System/Thread.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Abstract base class for capturing sound data
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundRecorder
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual ~SoundRecorder();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start the capture
|
||||
///
|
||||
/// The \a sampleRate parameter defines the number of audio samples
|
||||
/// captured per second. The higher, the better the quality
|
||||
/// (for example, 44100 samples/sec is CD quality).
|
||||
/// This function uses its own thread so that it doesn't block
|
||||
/// the rest of the program while the capture runs.
|
||||
/// Please note that only one capture can happen at the same time.
|
||||
/// You can select which capture device will be used, by passing
|
||||
/// the name to the setDevice() method. If none was selected
|
||||
/// before, the default capture device will be used. You can get a
|
||||
/// list of the names of all available capture devices by calling
|
||||
/// getAvailableDevices().
|
||||
///
|
||||
/// \param sampleRate Desired capture rate, in number of samples per second
|
||||
///
|
||||
/// \return True, if start of capture was successful
|
||||
///
|
||||
/// \see stop, getAvailableDevices
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool start(unsigned int sampleRate = 44100);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop the capture
|
||||
///
|
||||
/// \see start
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void stop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the sample rate
|
||||
///
|
||||
/// The sample rate defines the number of audio samples
|
||||
/// captured per second. The higher, the better the quality
|
||||
/// (for example, 44100 samples/sec is CD quality).
|
||||
///
|
||||
/// \return Sample rate, in samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get a list of the names of all availabe audio capture devices
|
||||
///
|
||||
/// This function returns a vector of strings, containing
|
||||
/// the names of all availabe audio capture devices.
|
||||
///
|
||||
/// \return A vector of strings containing the names
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static std::vector<std::string> getAvailableDevices();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the name of the default audio capture device
|
||||
///
|
||||
/// This function returns the name of the default audio
|
||||
/// capture device. If none is available, an empty string
|
||||
/// is returned.
|
||||
///
|
||||
/// \return The name of the default audio capture device
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static std::string getDefaultDevice();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the audio capture device
|
||||
///
|
||||
/// This function sets the audio capture device to the device
|
||||
/// with the given \a name. It can be called on the fly (i.e:
|
||||
/// while recording). If you do so while recording and
|
||||
/// opening the device fails, it stops the recording.
|
||||
///
|
||||
/// \param name The name of the audio capture device
|
||||
///
|
||||
/// \return True, if it was able to set the requested device
|
||||
///
|
||||
/// \see getAvailableDevices, getDefaultDevice
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool setDevice(const std::string& name);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the name of the current audio capture device
|
||||
///
|
||||
/// \return The name of the current audio capture device
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const std::string& getDevice() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if the system supports audio capture
|
||||
///
|
||||
/// This function should always be called before using
|
||||
/// the audio capture features. If it returns false, then
|
||||
/// any attempt to use sf::SoundRecorder or one of its derived
|
||||
/// classes will fail.
|
||||
///
|
||||
/// \return True if audio capture is supported, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isAvailable();
|
||||
|
||||
protected :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructor is only meant to be called by derived classes.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundRecorder();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the processing interval
|
||||
///
|
||||
/// The processing interval controls the period
|
||||
/// between calls to the onProcessSamples function. You may
|
||||
/// want to use a small interval if you want to process the
|
||||
/// recorded data in real time, for example.
|
||||
///
|
||||
/// Note: this is only a hint, the actual period may vary.
|
||||
/// So don't rely on this parameter to implement precise timing.
|
||||
///
|
||||
/// The default processing interval is 100 ms.
|
||||
///
|
||||
/// \param interval Processing interval
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setProcessingInterval(sf::Time interval);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start capturing audio data
|
||||
///
|
||||
/// This virtual function may be overriden by a derived class
|
||||
/// if something has to be done every time a new capture
|
||||
/// starts. If not, this function can be ignored; the default
|
||||
/// implementation does nothing.
|
||||
///
|
||||
/// \return True to start the capture, or false to abort it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onStart();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Process a new chunk of recorded samples
|
||||
///
|
||||
/// This virtual function is called every time a new chunk of
|
||||
/// recorded data is available. The derived class can then do
|
||||
/// whatever it wants with it (storing it, playing it, sending
|
||||
/// it over the network, etc.).
|
||||
///
|
||||
/// \param samples Pointer to the new chunk of recorded samples
|
||||
/// \param sampleCount Number of samples pointed by \a samples
|
||||
///
|
||||
/// \return True to continue the capture, or false to stop it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop capturing audio data
|
||||
///
|
||||
/// This virtual function may be overriden by a derived class
|
||||
/// if something has to be done every time the capture
|
||||
/// ends. If not, this function can be ignored; the default
|
||||
/// implementation does nothing.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onStop();
|
||||
|
||||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called as the entry point of the thread
|
||||
///
|
||||
/// This function starts the recording loop, and returns
|
||||
/// only when the capture is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void record();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the new available audio samples and process them
|
||||
///
|
||||
/// This function is called continuously during the
|
||||
/// capture loop. It retrieves the captured samples and
|
||||
/// forwards them to the derived class.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void processCapturedSamples();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Clean up the recorder's internal resources
|
||||
///
|
||||
/// This function is called when the capture stops.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void cleanup();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
Thread m_thread; ///< Thread running the background recording task
|
||||
std::vector<Int16> m_samples; ///< Buffer to store captured samples
|
||||
unsigned int m_sampleRate; ///< Sample rate
|
||||
sf::Time m_processingInterval; ///< Time period between calls to onProcessSamples
|
||||
bool m_isCapturing; ///< Capturing state
|
||||
std::string m_deviceName; ///< Name of the audio capture device
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDRECORDER_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundRecorder
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// sf::SoundBuffer provides a simple interface to access
|
||||
/// the audio recording capabilities of the computer
|
||||
/// (the microphone). As an abstract base class, it only cares
|
||||
/// about capturing sound samples, the task of making something
|
||||
/// useful with them is left to the derived class. Note that
|
||||
/// SFML provides a built-in specialization for saving the
|
||||
/// captured data to a sound buffer (see sf::SoundBufferRecorder).
|
||||
///
|
||||
/// A derived class has only one virtual function to override:
|
||||
/// \li onProcessSamples provides the new chunks of audio samples while the capture happens
|
||||
///
|
||||
/// Moreover, two additionnal virtual functions can be overriden
|
||||
/// as well if necessary:
|
||||
/// \li onStart is called before the capture happens, to perform custom initializations
|
||||
/// \li onStop is called after the capture ends, to perform custom cleanup
|
||||
///
|
||||
/// A derived class can also control the frequency of the onProcessSamples
|
||||
/// calls, with the setProcessingInterval protected function. The default
|
||||
/// interval is chosen so that recording thread doesn't consume too much
|
||||
/// CPU, but it can be changed to a smaller value if you need to process
|
||||
/// the recorded data in real time, for example.
|
||||
///
|
||||
/// The audio capture feature may not be supported or activated
|
||||
/// on every platform, thus it is recommended to check its
|
||||
/// availability with the isAvailable() function. If it returns
|
||||
/// false, then any attempt to use an audio recorder will fail.
|
||||
///
|
||||
/// If you have multiple sound input devices connected to your
|
||||
/// computer (for example: microphone, external soundcard, webcam mic, ...)
|
||||
/// you can get a list of all available devices throught the
|
||||
/// getAvailableDevices() function. You can then select a device
|
||||
/// by calling setDevice() with the appropiate device. Otherwise
|
||||
/// the default capturing device will be used.
|
||||
///
|
||||
/// 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 virtual function
|
||||
/// (but not onStart and not onStop) 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.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// class CustomRecorder : public sf::SoundRecorder
|
||||
/// {
|
||||
/// virtual bool onStart() // optional
|
||||
/// {
|
||||
/// // Initialize whatever has to be done before the capture starts
|
||||
/// ...
|
||||
///
|
||||
/// // Return true to start playing
|
||||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount)
|
||||
/// {
|
||||
/// // Do something with the new chunk of samples (store them, send them, ...)
|
||||
/// ...
|
||||
///
|
||||
/// // Return true to continue playing
|
||||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual void onStop() // optional
|
||||
/// {
|
||||
/// // Clean up whatever has to be done after the capture ends
|
||||
/// ...
|
||||
/// }
|
||||
/// }
|
||||
///
|
||||
/// // Usage
|
||||
/// if (CustomRecorder::isAvailable())
|
||||
/// {
|
||||
/// CustomRecorder recorder;
|
||||
///
|
||||
/// if (!recorder.start())
|
||||
/// return -1;
|
||||
///
|
||||
/// ...
|
||||
/// recorder.stop();
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::SoundBufferRecorder
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDRECORDER_HPP
|
||||
#define SFML_SOUNDRECORDER_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/System/Thread.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Abstract base class for capturing sound data
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundRecorder
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual ~SoundRecorder();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start the capture
|
||||
///
|
||||
/// The \a sampleRate parameter defines the number of audio samples
|
||||
/// captured per second. The higher, the better the quality
|
||||
/// (for example, 44100 samples/sec is CD quality).
|
||||
/// This function uses its own thread so that it doesn't block
|
||||
/// the rest of the program while the capture runs.
|
||||
/// Please note that only one capture can happen at the same time.
|
||||
/// You can select which capture device will be used, by passing
|
||||
/// the name to the setDevice() method. If none was selected
|
||||
/// before, the default capture device will be used. You can get a
|
||||
/// list of the names of all available capture devices by calling
|
||||
/// getAvailableDevices().
|
||||
///
|
||||
/// \param sampleRate Desired capture rate, in number of samples per second
|
||||
///
|
||||
/// \return True, if start of capture was successful
|
||||
///
|
||||
/// \see stop, getAvailableDevices
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool start(unsigned int sampleRate = 44100);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop the capture
|
||||
///
|
||||
/// \see start
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void stop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the sample rate
|
||||
///
|
||||
/// The sample rate defines the number of audio samples
|
||||
/// captured per second. The higher, the better the quality
|
||||
/// (for example, 44100 samples/sec is CD quality).
|
||||
///
|
||||
/// \return Sample rate, in samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get a list of the names of all availabe audio capture devices
|
||||
///
|
||||
/// This function returns a vector of strings, containing
|
||||
/// the names of all availabe audio capture devices.
|
||||
///
|
||||
/// \return A vector of strings containing the names
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static std::vector<std::string> getAvailableDevices();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the name of the default audio capture device
|
||||
///
|
||||
/// This function returns the name of the default audio
|
||||
/// capture device. If none is available, an empty string
|
||||
/// is returned.
|
||||
///
|
||||
/// \return The name of the default audio capture device
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static std::string getDefaultDevice();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the audio capture device
|
||||
///
|
||||
/// This function sets the audio capture device to the device
|
||||
/// with the given \a name. It can be called on the fly (i.e:
|
||||
/// while recording). If you do so while recording and
|
||||
/// opening the device fails, it stops the recording.
|
||||
///
|
||||
/// \param name The name of the audio capture device
|
||||
///
|
||||
/// \return True, if it was able to set the requested device
|
||||
///
|
||||
/// \see getAvailableDevices, getDefaultDevice
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool setDevice(const std::string& name);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the name of the current audio capture device
|
||||
///
|
||||
/// \return The name of the current audio capture device
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const std::string& getDevice() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check if the system supports audio capture
|
||||
///
|
||||
/// This function should always be called before using
|
||||
/// the audio capture features. If it returns false, then
|
||||
/// any attempt to use sf::SoundRecorder or one of its derived
|
||||
/// classes will fail.
|
||||
///
|
||||
/// \return True if audio capture is supported, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static bool isAvailable();
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructor is only meant to be called by derived classes.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundRecorder();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the processing interval
|
||||
///
|
||||
/// The processing interval controls the period
|
||||
/// between calls to the onProcessSamples function. You may
|
||||
/// want to use a small interval if you want to process the
|
||||
/// recorded data in real time, for example.
|
||||
///
|
||||
/// Note: this is only a hint, the actual period may vary.
|
||||
/// So don't rely on this parameter to implement precise timing.
|
||||
///
|
||||
/// The default processing interval is 100 ms.
|
||||
///
|
||||
/// \param interval Processing interval
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setProcessingInterval(sf::Time interval);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start capturing audio data
|
||||
///
|
||||
/// This virtual function may be overriden by a derived class
|
||||
/// if something has to be done every time a new capture
|
||||
/// starts. If not, this function can be ignored; the default
|
||||
/// implementation does nothing.
|
||||
///
|
||||
/// \return True to start the capture, or false to abort it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onStart();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Process a new chunk of recorded samples
|
||||
///
|
||||
/// This virtual function is called every time a new chunk of
|
||||
/// recorded data is available. The derived class can then do
|
||||
/// whatever it wants with it (storing it, playing it, sending
|
||||
/// it over the network, etc.).
|
||||
///
|
||||
/// \param samples Pointer to the new chunk of recorded samples
|
||||
/// \param sampleCount Number of samples pointed by \a samples
|
||||
///
|
||||
/// \return True to continue the capture, or false to stop it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Stop capturing audio data
|
||||
///
|
||||
/// This virtual function may be overriden by a derived class
|
||||
/// if something has to be done every time the capture
|
||||
/// ends. If not, this function can be ignored; the default
|
||||
/// implementation does nothing.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onStop();
|
||||
|
||||
private:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called as the entry point of the thread
|
||||
///
|
||||
/// This function starts the recording loop, and returns
|
||||
/// only when the capture is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void record();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the new available audio samples and process them
|
||||
///
|
||||
/// This function is called continuously during the
|
||||
/// capture loop. It retrieves the captured samples and
|
||||
/// forwards them to the derived class.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void processCapturedSamples();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Clean up the recorder's internal resources
|
||||
///
|
||||
/// This function is called when the capture stops.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void cleanup();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
Thread m_thread; ///< Thread running the background recording task
|
||||
std::vector<Int16> m_samples; ///< Buffer to store captured samples
|
||||
unsigned int m_sampleRate; ///< Sample rate
|
||||
sf::Time m_processingInterval; ///< Time period between calls to onProcessSamples
|
||||
bool m_isCapturing; ///< Capturing state
|
||||
std::string m_deviceName; ///< Name of the audio capture device
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDRECORDER_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundRecorder
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// sf::SoundBuffer provides a simple interface to access
|
||||
/// the audio recording capabilities of the computer
|
||||
/// (the microphone). As an abstract base class, it only cares
|
||||
/// about capturing sound samples, the task of making something
|
||||
/// useful with them is left to the derived class. Note that
|
||||
/// SFML provides a built-in specialization for saving the
|
||||
/// captured data to a sound buffer (see sf::SoundBufferRecorder).
|
||||
///
|
||||
/// A derived class has only one virtual function to override:
|
||||
/// \li onProcessSamples provides the new chunks of audio samples while the capture happens
|
||||
///
|
||||
/// Moreover, two additionnal virtual functions can be overriden
|
||||
/// as well if necessary:
|
||||
/// \li onStart is called before the capture happens, to perform custom initializations
|
||||
/// \li onStop is called after the capture ends, to perform custom cleanup
|
||||
///
|
||||
/// A derived class can also control the frequency of the onProcessSamples
|
||||
/// calls, with the setProcessingInterval protected function. The default
|
||||
/// interval is chosen so that recording thread doesn't consume too much
|
||||
/// CPU, but it can be changed to a smaller value if you need to process
|
||||
/// the recorded data in real time, for example.
|
||||
///
|
||||
/// The audio capture feature may not be supported or activated
|
||||
/// on every platform, thus it is recommended to check its
|
||||
/// availability with the isAvailable() function. If it returns
|
||||
/// false, then any attempt to use an audio recorder will fail.
|
||||
///
|
||||
/// If you have multiple sound input devices connected to your
|
||||
/// computer (for example: microphone, external soundcard, webcam mic, ...)
|
||||
/// you can get a list of all available devices throught the
|
||||
/// getAvailableDevices() function. You can then select a device
|
||||
/// by calling setDevice() with the appropiate device. Otherwise
|
||||
/// the default capturing device will be used.
|
||||
///
|
||||
/// 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 virtual function
|
||||
/// (but not onStart and not onStop) 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.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// class CustomRecorder : public sf::SoundRecorder
|
||||
/// {
|
||||
/// virtual bool onStart() // optional
|
||||
/// {
|
||||
/// // Initialize whatever has to be done before the capture starts
|
||||
/// ...
|
||||
///
|
||||
/// // Return true to start playing
|
||||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount)
|
||||
/// {
|
||||
/// // Do something with the new chunk of samples (store them, send them, ...)
|
||||
/// ...
|
||||
///
|
||||
/// // Return true to continue playing
|
||||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual void onStop() // optional
|
||||
/// {
|
||||
/// // Clean up whatever has to be done after the capture ends
|
||||
/// ...
|
||||
/// }
|
||||
/// }
|
||||
///
|
||||
/// // Usage
|
||||
/// if (CustomRecorder::isAvailable())
|
||||
/// {
|
||||
/// CustomRecorder recorder;
|
||||
///
|
||||
/// if (!recorder.start())
|
||||
/// return -1;
|
||||
///
|
||||
/// ...
|
||||
/// recorder.stop();
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::SoundBufferRecorder
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -1,286 +1,286 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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/Audio/Export.hpp>
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Base class defining a sound's properties
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_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 m_source; ///< OpenAL source identifier
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDSOURCE_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundSource
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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/Audio/Export.hpp>
|
||||
#include <SFML/System/Vector3.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Base class defining a sound's properties
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_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 m_source; ///< OpenAL source identifier
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDSOURCE_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundSource
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -1,386 +1,386 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDSTREAM_HPP
|
||||
#define SFML_SOUNDSTREAM_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/Audio/SoundSource.hpp>
|
||||
#include <SFML/System/Thread.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <SFML/System/Mutex.hpp>
|
||||
#include <cstdlib>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Abstract base class for streamed audio sources
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundStream : public SoundSource
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Structure defining a chunk of audio data to stream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct Chunk
|
||||
{
|
||||
const Int16* samples; ///< Pointer to the audio samples
|
||||
std::size_t sampleCount; ///< Number of samples pointed by Samples
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual ~SoundStream();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start or resume playing the audio stream
|
||||
///
|
||||
/// This function starts the stream if it was stopped, resumes
|
||||
/// it if it was paused, and restarts it from the beginning if
|
||||
/// it was already playing.
|
||||
/// 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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
|
||||
///
|
||||
/// 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()).
|
||||
///
|
||||
/// \see play, pause
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void stop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Return the number of channels of the stream
|
||||
///
|
||||
/// 1 channel means a mono sound, 2 means stereo, etc.
|
||||
///
|
||||
/// \return Number of channels
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getChannelCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the stream sample rate of the stream
|
||||
///
|
||||
/// The sample rate is the number of audio samples played per
|
||||
/// second. The higher, the better the quality.
|
||||
///
|
||||
/// \return Sample rate, in number of samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current status of the stream (stopped, paused, playing)
|
||||
///
|
||||
/// \return Current status
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Status getStatus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position of the stream
|
||||
///
|
||||
/// The playing position can be changed when the stream is
|
||||
/// either paused or playing. Changing the playing position
|
||||
/// when the stream is stopped has no effect, since playing
|
||||
/// the stream would reset its position.
|
||||
///
|
||||
/// \param timeOffset New playing position, from the beginning of the stream
|
||||
///
|
||||
/// \see getPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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.
|
||||
/// The default looping state for streams is false.
|
||||
///
|
||||
/// \param loop True to play in loop, false to play once
|
||||
///
|
||||
/// \see getLoop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool getLoop() const;
|
||||
|
||||
protected :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructor is only meant to be called by derived classes.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundStream();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Define the audio stream parameters
|
||||
///
|
||||
/// 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
|
||||
/// 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.
|
||||
///
|
||||
/// \param channelCount Number of channels of the stream
|
||||
/// \param sampleRate Sample rate, in samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void initialize(unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Request a new chunk of audio samples from the stream source
|
||||
///
|
||||
/// This function must be overriden by derived classes to provide
|
||||
/// the audio samples to play. It is called continuously by the
|
||||
/// streaming loop, in a separate thread.
|
||||
/// The source can choose to stop the streaming loop at any time, by
|
||||
/// returning false to the caller.
|
||||
/// If you return true (i.e. continue streaming) it is important that
|
||||
/// the returned array of samples is not empty; this would stop the stream
|
||||
/// due to an internal limitation.
|
||||
///
|
||||
/// \param data Chunk of data to fill
|
||||
///
|
||||
/// \return True to continue playback, false to stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onGetData(Chunk& data) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position in the stream source
|
||||
///
|
||||
/// This function must be overriden by derived classes to
|
||||
/// allow random seeking into the stream source.
|
||||
///
|
||||
/// \param timeOffset New playing position, relative to the beginning of the stream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onSeek(Time timeOffset) = 0;
|
||||
|
||||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called as the entry point of the thread
|
||||
///
|
||||
/// This function starts the streaming loop, and returns
|
||||
/// only when the sound is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void streamData();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Fill a new buffer with audio samples, and append
|
||||
/// it to the playing queue
|
||||
///
|
||||
/// This function is called as soon as a buffer has been fully
|
||||
/// consumed; it fills it again and inserts it back into the
|
||||
/// playing queue.
|
||||
///
|
||||
/// \param bufferNum Number of the buffer to fill (in [0, BufferCount])
|
||||
///
|
||||
/// \return True if the stream source has requested to stop, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool fillAndPushBuffer(unsigned int bufferNum);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Fill the audio buffers and put them all into the playing queue
|
||||
///
|
||||
/// This function is called when playing starts and the
|
||||
/// playing queue is empty.
|
||||
///
|
||||
/// \return True if the derived class has requested to stop, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool fillQueue();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Clear all the audio buffers and empty the playing queue
|
||||
///
|
||||
/// This function is called when the stream is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void clearQueue();
|
||||
|
||||
enum
|
||||
{
|
||||
BufferCount = 3 ///< Number of audio buffers used by the streaming loop
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
Thread m_thread; ///< Thread running the background tasks
|
||||
mutable Mutex m_threadMutex; ///< Thread mutex
|
||||
Status m_threadStartState; ///< State the thread starts in (Playing, Paused, Stopped)
|
||||
bool m_isStreaming; ///< Streaming state (true = playing, false = stopped)
|
||||
unsigned int m_buffers[BufferCount]; ///< Sound buffers used to store temporary audio data
|
||||
unsigned int m_channelCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
|
||||
unsigned int m_sampleRate; ///< Frequency (samples / second)
|
||||
Uint32 m_format; ///< Format of the internal sound buffers
|
||||
bool m_loop; ///< Loop flag (true to loop, false to play once)
|
||||
Uint64 m_samplesProcessed; ///< Number of buffers processed since beginning of the stream
|
||||
bool m_endBuffers[BufferCount]; ///< Each buffer is marked as "end buffer" or not, for proper duration calculation
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDSTREAM_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundStream
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// Unlike audio buffers (see sf::SoundBuffer), audio streams
|
||||
/// are never completely loaded in memory. Instead, the audio
|
||||
/// data is acquired continuously while the stream is playing.
|
||||
/// This behaviour allows to play a sound with no loading delay,
|
||||
/// and keeps the memory consumption very low.
|
||||
///
|
||||
/// Sound sources that need to be streamed are usually big files
|
||||
/// (compressed audio musics that would eat hundreds of MB in memory)
|
||||
/// or files that would take a lot of time to be received
|
||||
/// (sounds played over the network).
|
||||
///
|
||||
/// sf::SoundStream is a base class that doesn't care about the
|
||||
/// stream source, which is left to the derived class. SFML provides
|
||||
/// a built-in specialization for big files (see sf::Music).
|
||||
/// No network stream source is provided, but you can write your own
|
||||
/// 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
|
||||
///
|
||||
/// It is important to note that each SoundStream is played in its
|
||||
/// own separate thread, so that the streaming loop doesn't block the
|
||||
/// rest of the program. In particular, the OnGetData and OnSeek
|
||||
/// virtual functions may sometimes 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.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// class CustomStream : public sf::SoundStream
|
||||
/// {
|
||||
/// public :
|
||||
///
|
||||
/// bool open(const std::string& location)
|
||||
/// {
|
||||
/// // Open the source and get audio settings
|
||||
/// ...
|
||||
/// unsigned int channelCount = ...;
|
||||
/// unsigned int sampleRate = ...;
|
||||
///
|
||||
/// // Initialize the stream -- important!
|
||||
/// initialize(channelCount, sampleRate);
|
||||
/// }
|
||||
///
|
||||
/// private :
|
||||
///
|
||||
/// virtual bool onGetData(Chunk& data)
|
||||
/// {
|
||||
/// // Fill the chunk with audio data from the stream source
|
||||
/// // (note: must not be empty if you want to continue playing)
|
||||
/// data.samples = ...;
|
||||
/// data.sampleCount = ...;
|
||||
///
|
||||
/// // Return true to continue playing
|
||||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual void onSeek(Uint32 timeOffset)
|
||||
/// {
|
||||
/// // Change the current position in the stream source
|
||||
/// ...
|
||||
/// }
|
||||
/// }
|
||||
///
|
||||
/// // Usage
|
||||
/// CustomStream stream;
|
||||
/// stream.open("path/to/stream");
|
||||
/// stream.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Music
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2014 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_SOUNDSTREAM_HPP
|
||||
#define SFML_SOUNDSTREAM_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Audio/Export.hpp>
|
||||
#include <SFML/Audio/SoundSource.hpp>
|
||||
#include <SFML/System/Thread.hpp>
|
||||
#include <SFML/System/Time.hpp>
|
||||
#include <SFML/System/Mutex.hpp>
|
||||
#include <cstdlib>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Abstract base class for streamed audio sources
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_AUDIO_API SoundStream : public SoundSource
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Structure defining a chunk of audio data to stream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct Chunk
|
||||
{
|
||||
const Int16* samples; ///< Pointer to the audio samples
|
||||
std::size_t sampleCount; ///< Number of samples pointed by Samples
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual ~SoundStream();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Start or resume playing the audio stream
|
||||
///
|
||||
/// This function starts the stream if it was stopped, resumes
|
||||
/// it if it was paused, and restarts it from the beginning if
|
||||
/// it was already playing.
|
||||
/// 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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
|
||||
///
|
||||
/// 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()).
|
||||
///
|
||||
/// \see play, pause
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void stop();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Return the number of channels of the stream
|
||||
///
|
||||
/// 1 channel means a mono sound, 2 means stereo, etc.
|
||||
///
|
||||
/// \return Number of channels
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getChannelCount() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the stream sample rate of the stream
|
||||
///
|
||||
/// The sample rate is the number of audio samples played per
|
||||
/// second. The higher, the better the quality.
|
||||
///
|
||||
/// \return Sample rate, in number of samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int getSampleRate() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the current status of the stream (stopped, paused, playing)
|
||||
///
|
||||
/// \return Current status
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Status getStatus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position of the stream
|
||||
///
|
||||
/// The playing position can be changed when the stream is
|
||||
/// either paused or playing. Changing the playing position
|
||||
/// when the stream is stopped has no effect, since playing
|
||||
/// the stream would reset its position.
|
||||
///
|
||||
/// \param timeOffset New playing position, from the beginning of the stream
|
||||
///
|
||||
/// \see getPlayingOffset
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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.
|
||||
/// The default looping state for streams is false.
|
||||
///
|
||||
/// \param loop True to play in loop, false to play once
|
||||
///
|
||||
/// \see getLoop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool getLoop() const;
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructor is only meant to be called by derived classes.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SoundStream();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Define the audio stream parameters
|
||||
///
|
||||
/// 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
|
||||
/// 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.
|
||||
///
|
||||
/// \param channelCount Number of channels of the stream
|
||||
/// \param sampleRate Sample rate, in samples per second
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void initialize(unsigned int channelCount, unsigned int sampleRate);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Request a new chunk of audio samples from the stream source
|
||||
///
|
||||
/// This function must be overriden by derived classes to provide
|
||||
/// the audio samples to play. It is called continuously by the
|
||||
/// streaming loop, in a separate thread.
|
||||
/// The source can choose to stop the streaming loop at any time, by
|
||||
/// returning false to the caller.
|
||||
/// If you return true (i.e. continue streaming) it is important that
|
||||
/// the returned array of samples is not empty; this would stop the stream
|
||||
/// due to an internal limitation.
|
||||
///
|
||||
/// \param data Chunk of data to fill
|
||||
///
|
||||
/// \return True to continue playback, false to stop
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool onGetData(Chunk& data) = 0;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the current playing position in the stream source
|
||||
///
|
||||
/// This function must be overriden by derived classes to
|
||||
/// allow random seeking into the stream source.
|
||||
///
|
||||
/// \param timeOffset New playing position, relative to the beginning of the stream
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onSeek(Time timeOffset) = 0;
|
||||
|
||||
private:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called as the entry point of the thread
|
||||
///
|
||||
/// This function starts the streaming loop, and returns
|
||||
/// only when the sound is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void streamData();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Fill a new buffer with audio samples, and append
|
||||
/// it to the playing queue
|
||||
///
|
||||
/// This function is called as soon as a buffer has been fully
|
||||
/// consumed; it fills it again and inserts it back into the
|
||||
/// playing queue.
|
||||
///
|
||||
/// \param bufferNum Number of the buffer to fill (in [0, BufferCount])
|
||||
///
|
||||
/// \return True if the stream source has requested to stop, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool fillAndPushBuffer(unsigned int bufferNum);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Fill the audio buffers and put them all into the playing queue
|
||||
///
|
||||
/// This function is called when playing starts and the
|
||||
/// playing queue is empty.
|
||||
///
|
||||
/// \return True if the derived class has requested to stop, false otherwise
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool fillQueue();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Clear all the audio buffers and empty the playing queue
|
||||
///
|
||||
/// This function is called when the stream is stopped.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void clearQueue();
|
||||
|
||||
enum
|
||||
{
|
||||
BufferCount = 3 ///< Number of audio buffers used by the streaming loop
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
Thread m_thread; ///< Thread running the background tasks
|
||||
mutable Mutex m_threadMutex; ///< Thread mutex
|
||||
Status m_threadStartState; ///< State the thread starts in (Playing, Paused, Stopped)
|
||||
bool m_isStreaming; ///< Streaming state (true = playing, false = stopped)
|
||||
unsigned int m_buffers[BufferCount]; ///< Sound buffers used to store temporary audio data
|
||||
unsigned int m_channelCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
|
||||
unsigned int m_sampleRate; ///< Frequency (samples / second)
|
||||
Uint32 m_format; ///< Format of the internal sound buffers
|
||||
bool m_loop; ///< Loop flag (true to loop, false to play once)
|
||||
Uint64 m_samplesProcessed; ///< Number of buffers processed since beginning of the stream
|
||||
bool m_endBuffers[BufferCount]; ///< Each buffer is marked as "end buffer" or not, for proper duration calculation
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_SOUNDSTREAM_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::SoundStream
|
||||
/// \ingroup audio
|
||||
///
|
||||
/// Unlike audio buffers (see sf::SoundBuffer), audio streams
|
||||
/// are never completely loaded in memory. Instead, the audio
|
||||
/// data is acquired continuously while the stream is playing.
|
||||
/// This behaviour allows to play a sound with no loading delay,
|
||||
/// and keeps the memory consumption very low.
|
||||
///
|
||||
/// Sound sources that need to be streamed are usually big files
|
||||
/// (compressed audio musics that would eat hundreds of MB in memory)
|
||||
/// or files that would take a lot of time to be received
|
||||
/// (sounds played over the network).
|
||||
///
|
||||
/// sf::SoundStream is a base class that doesn't care about the
|
||||
/// stream source, which is left to the derived class. SFML provides
|
||||
/// a built-in specialization for big files (see sf::Music).
|
||||
/// No network stream source is provided, but you can write your own
|
||||
/// 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
|
||||
///
|
||||
/// It is important to note that each SoundStream is played in its
|
||||
/// own separate thread, so that the streaming loop doesn't block the
|
||||
/// rest of the program. In particular, the OnGetData and OnSeek
|
||||
/// virtual functions may sometimes 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.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// class CustomStream : public sf::SoundStream
|
||||
/// {
|
||||
/// public:
|
||||
///
|
||||
/// bool open(const std::string& location)
|
||||
/// {
|
||||
/// // Open the source and get audio settings
|
||||
/// ...
|
||||
/// unsigned int channelCount = ...;
|
||||
/// unsigned int sampleRate = ...;
|
||||
///
|
||||
/// // Initialize the stream -- important!
|
||||
/// initialize(channelCount, sampleRate);
|
||||
/// }
|
||||
///
|
||||
/// private:
|
||||
///
|
||||
/// virtual bool onGetData(Chunk& data)
|
||||
/// {
|
||||
/// // Fill the chunk with audio data from the stream source
|
||||
/// // (note: must not be empty if you want to continue playing)
|
||||
/// data.samples = ...;
|
||||
/// data.sampleCount = ...;
|
||||
///
|
||||
/// // Return true to continue playing
|
||||
/// return true;
|
||||
/// }
|
||||
///
|
||||
/// virtual void onSeek(Uint32 timeOffset)
|
||||
/// {
|
||||
/// // Change the current position in the stream source
|
||||
/// ...
|
||||
/// }
|
||||
/// }
|
||||
///
|
||||
/// // Usage
|
||||
/// CustomStream stream;
|
||||
/// stream.open("path/to/stream");
|
||||
/// stream.play();
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Music
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue