SFML/src/SFML/Audio/Music.cpp
2010-02-10 11:09:55 +00:00

141 lines
4.2 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Music.hpp>
#include <SFML/Audio/ALCheck.hpp>
#include <SFML/Audio/SoundFile.hpp>
#include <SFML/System/Lock.hpp>
#include <fstream>
#include <iostream>
namespace sf
{
////////////////////////////////////////////////////////////
Music::Music() :
myFile (new priv::SoundFile),
myDuration(0.f)
{
}
////////////////////////////////////////////////////////////
Music::~Music()
{
// We must stop before destroying the file :)
Stop();
delete myFile;
}
////////////////////////////////////////////////////////////
bool Music::OpenFromFile(const std::string& filename)
{
// First stop the music if it was already running
Stop();
// Create the sound file implementation, and open it in read mode
if (!myFile->OpenRead(filename))
{
std::cerr << "Failed to open \"" << filename << "\" for reading" << std::endl;
return false;
}
// Compute the duration
myDuration = static_cast<float>(myFile->GetSamplesCount()) / myFile->GetSampleRate() / myFile->GetChannelsCount();
// Resize the internal buffer so that it can contain 1 second of audio samples
mySamples.resize(myFile->GetSampleRate());
// Initialize the stream
Initialize(myFile->GetChannelsCount(), myFile->GetSampleRate());
return true;
}
////////////////////////////////////////////////////////////
bool Music::OpenFromMemory(const char* data, std::size_t sizeInBytes)
{
// First stop the music if it was already running
Stop();
// Create the sound file implementation, and open it in read mode
if (!myFile->OpenRead(data, sizeInBytes))
{
std::cerr << "Failed to open music from memory for reading" << std::endl;
return false;
}
// Compute the duration
myDuration = static_cast<float>(myFile->GetSamplesCount()) / myFile->GetSampleRate() / myFile->GetChannelsCount();
// Resize the internal buffer so that it can contain 1 second of audio samples
mySamples.resize(myFile->GetSampleRate());
// Initialize the stream
Initialize(myFile->GetChannelsCount(), myFile->GetSampleRate());
return true;
}
////////////////////////////////////////////////////////////
float Music::GetDuration() const
{
return myDuration;
}
////////////////////////////////////////////////////////////
bool Music::OnGetData(SoundStream::Chunk& data)
{
Lock lock(myMutex);
// Fill the chunk parameters
data.Samples = &mySamples[0];
data.NbSamples = myFile->Read(&mySamples[0], mySamples.size());
// Check if we have reached the end of the audio file
return data.NbSamples == mySamples.size();
}
////////////////////////////////////////////////////////////
/// /see SoundStream::OnSeek
////////////////////////////////////////////////////////////
void Music::OnSeek(float timeOffset)
{
Lock lock(myMutex);
myFile->Seek(timeOffset);
}
} // namespace sf