
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.
333 lines
12 KiB
C++
333 lines
12 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_SOUNDSOURCE_HPP
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#define SFML_SOUNDSOURCE_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/Audio/AlResource.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 Base class defining a sound's properties
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API SoundSource : AlResource
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Enumeration of the sound source states
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///
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////////////////////////////////////////////////////////////
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enum Status
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{
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Stopped, //!< Sound is not playing
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Paused, //!< Sound is paused
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Playing //!< Sound is playing
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};
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////////////////////////////////////////////////////////////
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/// \brief Copy constructor
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///
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/// \param copy Instance to copy
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///
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////////////////////////////////////////////////////////////
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SoundSource(const SoundSource& copy);
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~SoundSource();
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of the sound
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///
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/// The pitch represents the perceived fundamental frequency
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/// of a sound; thus you can make a sound more acute or grave
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/// by changing its pitch. A side effect of changing the pitch
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/// is to modify the playing speed of the sound as well.
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/// The default value for the pitch is 1.
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///
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/// \param pitch New pitch to apply to the sound
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///
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/// \see getPitch
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///
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////////////////////////////////////////////////////////////
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void setPitch(float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of the sound
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///
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/// The volume is a value between 0 (mute) and 100 (full volume).
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/// The default value for the volume is 100.
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///
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/// \param volume Volume of the sound
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///
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/// \see getVolume
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///
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////////////////////////////////////////////////////////////
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void setVolume(float volume);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of the sound in the audio scene
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///
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/// Only sounds with one channel (mono sounds) can be
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/// spatialized.
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/// The default position of a sound is (0, 0, 0).
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///
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/// \param x X coordinate of the position of the sound in the scene
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/// \param y Y coordinate of the position of the sound in the scene
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/// \param z Z coordinate of the position of the sound in the scene
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///
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/// \see getPosition
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///
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////////////////////////////////////////////////////////////
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void setPosition(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of the sound in the audio scene
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///
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/// Only sounds with one channel (mono sounds) can be
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/// spatialized.
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/// The default position of a sound is (0, 0, 0).
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///
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/// \param position Position of the sound in the scene
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///
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/// \see getPosition
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///
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////////////////////////////////////////////////////////////
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void setPosition(const Vector3f& position);
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////////////////////////////////////////////////////////////
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/// \brief Make the sound's position relative to the listener or absolute
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///
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/// Making a sound relative to the listener will ensure that it will always
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/// be played the same way regardless of the position of the listener.
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/// This can be useful for non-spatialized sounds, sounds that are
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/// produced by the listener, or sounds attached to it.
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/// The default value is false (position is absolute).
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///
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/// \param relative True to set the position relative, false to set it absolute
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///
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/// \see isRelativeToListener
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///
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////////////////////////////////////////////////////////////
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void setRelativeToListener(bool relative);
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////////////////////////////////////////////////////////////
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/// \brief Set the minimum distance of the sound
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///
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/// The "minimum distance" of a sound is the maximum
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/// distance at which it is heard at its maximum volume. Further
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/// than the minimum distance, it will start to fade out according
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/// to its attenuation factor. A value of 0 ("inside the head
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/// of the listener") is an invalid value and is forbidden.
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/// The default value of the minimum distance is 1.
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///
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/// \param distance New minimum distance of the sound
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///
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/// \see getMinDistance, setAttenuation
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///
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////////////////////////////////////////////////////////////
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void setMinDistance(float distance);
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////////////////////////////////////////////////////////////
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/// \brief Set the attenuation factor of the sound
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///
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/// The attenuation is a multiplicative factor which makes
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/// the sound more or less loud according to its distance
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/// from the listener. An attenuation of 0 will produce a
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/// non-attenuated sound, i.e. its volume will always be the same
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/// whether it is heard from near or from far. On the other hand,
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/// an attenuation value such as 100 will make the sound fade out
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/// very quickly as it gets further from the listener.
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/// The default value of the attenuation is 1.
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///
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/// \param attenuation New attenuation factor of the sound
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///
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/// \see getAttenuation, setMinDistance
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///
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////////////////////////////////////////////////////////////
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void setAttenuation(float attenuation);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of the sound
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///
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/// \return Pitch of the sound
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///
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/// \see setPitch
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///
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////////////////////////////////////////////////////////////
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float getPitch() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the volume of the sound
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///
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/// \return Volume of the sound, in the range [0, 100]
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///
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/// \see setVolume
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///
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////////////////////////////////////////////////////////////
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float getVolume() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the 3D position of the sound in the audio scene
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///
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/// \return Position of the sound
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///
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/// \see setPosition
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///
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////////////////////////////////////////////////////////////
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Vector3f getPosition() const;
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////////////////////////////////////////////////////////////
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/// \brief Tell whether the sound's position is relative to the
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/// listener or is absolute
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///
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/// \return True if the position is relative, false if it's absolute
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///
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/// \see setRelativeToListener
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///
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////////////////////////////////////////////////////////////
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bool isRelativeToListener() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the minimum distance of the sound
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///
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/// \return Minimum distance of the sound
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///
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/// \see setMinDistance, getAttenuation
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///
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////////////////////////////////////////////////////////////
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float getMinDistance() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the attenuation factor of the sound
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///
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/// \return Attenuation factor of the sound
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///
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/// \see setAttenuation, getMinDistance
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///
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////////////////////////////////////////////////////////////
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float getAttenuation() const;
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////////////////////////////////////////////////////////////
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/// \brief Overload of assignment operator
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///
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/// \param right Instance to assign
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///
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/// \return Reference to self
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///
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////////////////////////////////////////////////////////////
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SoundSource& operator =(const SoundSource& right);
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////////////////////////////////////////////////////////////
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/// \brief Start or resume playing the sound source
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///
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/// This function starts the source if it was stopped, resumes
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/// it if it was paused, and restarts it from the beginning if
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/// it was already playing.
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///
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/// \see pause, stop
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///
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////////////////////////////////////////////////////////////
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virtual void play() = 0;
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////////////////////////////////////////////////////////////
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/// \brief Pause the sound source
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///
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/// This function pauses the source if it was playing,
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/// otherwise (source already paused or stopped) it has no effect.
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///
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/// \see play, stop
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///
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////////////////////////////////////////////////////////////
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virtual void pause() = 0;
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////////////////////////////////////////////////////////////
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/// \brief Stop playing the sound source
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///
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/// This function stops the source if it was playing or paused,
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/// and does nothing if it was already stopped.
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/// It also resets the playing position (unlike pause()).
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///
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/// \see play, pause
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///
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////////////////////////////////////////////////////////////
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virtual void stop() = 0;
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of the sound (stopped, paused, playing)
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///
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/// \return Current status of the sound
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///
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////////////////////////////////////////////////////////////
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virtual Status getStatus() const;
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protected:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This constructor is meant to be called by derived classes only.
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///
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////////////////////////////////////////////////////////////
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SoundSource();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int m_source; //!< OpenAL source identifier
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};
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} // namespace sf
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#endif // SFML_SOUNDSOURCE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::SoundSource
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/// \ingroup audio
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///
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/// sf::SoundSource is not meant to be used directly, it
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/// only serves as a common base for all audio objects
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/// that can live in the audio environment.
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///
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/// It defines several properties for the sound: pitch,
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/// volume, position, attenuation, etc. All of them can be
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/// changed at any time with no impact on performances.
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///
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/// \see sf::Sound, sf::SoundStream
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///
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////////////////////////////////////////////////////////////
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