
Single line comments starting with `///` are interpreted by Microsoft Visual Studio as documentation containing XML code. Therefore single line comments starting with `///<` unfortunately cause a parsing error, as IntelliSense will assume the `<` is the start of an XML tag. This is not the case, but unfortunately, IntelliSense will still complain about the following space character rather than displaying the raw string. This commit alters all such comments to start with `//!<` instead, which prevents the issue. This fixes issue #1622.
264 lines
9.7 KiB
C++
264 lines
9.7 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2019 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_INPUTSOUNDFILE_HPP
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#define SFML_INPUTSOUNDFILE_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/NonCopyable.hpp>
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#include <SFML/System/Time.hpp>
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#include <string>
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#include <algorithm>
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namespace sf
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{
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class InputStream;
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class SoundFileReader;
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////////////////////////////////////////////////////////////
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/// \brief Provide read access to sound files
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API InputSoundFile : NonCopyable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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InputSoundFile();
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~InputSoundFile();
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////////////////////////////////////////////////////////////
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/// \brief Open a sound file from the disk for reading
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///
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/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
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/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
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///
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/// \param filename Path of the sound file to load
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///
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/// \return True if the file was successfully opened
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///
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////////////////////////////////////////////////////////////
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bool openFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// \brief Open a sound file in memory for reading
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///
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/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
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/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
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///
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/// \param data Pointer to the file data in memory
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/// \param sizeInBytes Size of the data to load, in bytes
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///
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/// \return True if the file was successfully opened
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///
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////////////////////////////////////////////////////////////
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bool openFromMemory(const void* data, std::size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// \brief Open a sound file from a custom stream for reading
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///
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/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
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/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
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///
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/// \param stream Source stream to read from
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///
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/// \return True if the file was successfully opened
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///
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////////////////////////////////////////////////////////////
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bool openFromStream(InputStream& stream);
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////////////////////////////////////////////////////////////
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/// \brief Get the total number of audio samples in the file
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///
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/// \return Number of samples
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///
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////////////////////////////////////////////////////////////
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Uint64 getSampleCount() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the number of channels used by the sound
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///
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/// \return Number of channels (1 = mono, 2 = stereo)
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///
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////////////////////////////////////////////////////////////
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unsigned int getChannelCount() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the sample rate of the sound
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///
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/// \return Sample rate, in samples per second
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///
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////////////////////////////////////////////////////////////
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unsigned int getSampleRate() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the total duration of the sound file
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///
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/// This function is provided for convenience, the duration is
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/// deduced from the other sound file attributes.
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///
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/// \return Duration of the sound file
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///
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////////////////////////////////////////////////////////////
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Time getDuration() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the read offset of the file in time
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///
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/// \return Time position
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///
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////////////////////////////////////////////////////////////
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Time getTimeOffset() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the read offset of the file in samples
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///
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/// \return Sample position
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///
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////////////////////////////////////////////////////////////
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Uint64 getSampleOffset() const;
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////////////////////////////////////////////////////////////
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/// \brief Change the current read position to the given sample offset
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///
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/// This function takes a sample offset to provide maximum
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/// precision. If you need to jump to a given time, use the
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/// other overload.
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///
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/// The sample offset takes the channels into account.
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/// If you have a time offset instead, you can easily find
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/// the corresponding sample offset with the following formula:
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/// `timeInSeconds * sampleRate * channelCount`
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/// If the given offset exceeds to total number of samples,
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/// this function jumps to the end of the sound file.
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///
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/// \param sampleOffset Index of the sample to jump to, relative to the beginning
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///
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////////////////////////////////////////////////////////////
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void seek(Uint64 sampleOffset);
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////////////////////////////////////////////////////////////
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/// \brief Change the current read position to the given time offset
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///
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/// Using a time offset is handy but imprecise. If you need an accurate
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/// result, consider using the overload which takes a sample offset.
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///
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/// If the given time exceeds to total duration, this function jumps
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/// to the end of the sound file.
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///
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/// \param timeOffset Time to jump to, relative to the beginning
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///
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////////////////////////////////////////////////////////////
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void seek(Time timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Read audio samples from the open file
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///
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/// \param samples Pointer to the sample array to fill
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/// \param maxCount Maximum number of samples to read
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///
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/// \return Number of samples actually read (may be less than \a maxCount)
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///
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////////////////////////////////////////////////////////////
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Uint64 read(Int16* samples, Uint64 maxCount);
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////////////////////////////////////////////////////////////
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/// \brief Close the current file
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///
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////////////////////////////////////////////////////////////
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void close();
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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SoundFileReader* m_reader; //!< Reader that handles I/O on the file's format
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InputStream* m_stream; //!< Input stream used to access the file's data
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bool m_streamOwned; //!< Is the stream internal or external?
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Uint64 m_sampleOffset; //!< Sample Read Position
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Uint64 m_sampleCount; //!< Total number of samples in the file
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unsigned int m_channelCount; //!< Number of channels of the sound
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unsigned int m_sampleRate; //!< Number of samples per second
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};
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} // namespace sf
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#endif // SFML_INPUTSOUNDFILE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::InputSoundFile
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/// \ingroup audio
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///
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/// This class decodes audio samples from a sound file. It is
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/// used internally by higher-level classes such as sf::SoundBuffer
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/// and sf::Music, but can also be useful if you want to process
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/// or analyze audio files without playing them, or if you want to
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/// implement your own version of sf::Music with more specific
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/// features.
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///
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/// Usage example:
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/// \code
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/// // Open a sound file
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/// sf::InputSoundFile file;
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/// if (!file.openFromFile("music.ogg"))
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/// /* error */;
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///
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/// // Print the sound attributes
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/// std::cout << "duration: " << file.getDuration().asSeconds() << std::endl;
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/// std::cout << "channels: " << file.getChannelCount() << std::endl;
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/// std::cout << "sample rate: " << file.getSampleRate() << std::endl;
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/// std::cout << "sample count: " << file.getSampleCount() << std::endl;
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///
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/// // Read and process batches of samples until the end of file is reached
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/// sf::Int16 samples[1024];
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/// sf::Uint64 count;
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/// do
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/// {
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/// count = file.read(samples, 1024);
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///
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/// // process, analyze, play, convert, or whatever
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/// // you want to do with the samples...
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/// }
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/// while (count > 0);
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/// \endcode
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///
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/// \see sf::SoundFileReader, sf::OutputSoundFile
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///
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////////////////////////////////////////////////////////////
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