SFML/DSFML/import/dsfml/audio/soundsource.d

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/**
*
*/
module dsfml.audio.soundsource;
import dsfml.system.vector3;
import dsfml.system.common;
enum SoundStatus
{
Stopped, /// Sound is not playing
Paused, /// Sound is paused
Playing /// Sound is playing
}
/// base class
package class SoundSource(alias symbol) : DSFMLObject
{
private:
protected :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor is meant ot be called by derived classes only.
///
////////////////////////////////////////////////////////////
this()
{
super(sfSoundSource_Create());
}
this(void* ptr)
{
super(ptr, true);
}
////////////////////////////////////////////////////////////
/// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
SoundStatus getStatus()
{
return sfSoundSource_GetStatus(m_ptr);
}
public:
////////////////////////////////////////////////////////////
/// \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)
{
sfSoundSource_SetPitch(m_ptr, 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)
in
{
assert(volume >= 0 && volume <= 100);
}
body
{
sfSoundSource_SetVolume(m_ptr, 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)
{
sfSoundSource_SetPosition(m_ptr, x, y, 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(Vector3f position)
{
sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
}
////////////////////////////////////////////////////////////
/// \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)
{
sfSoundSource_SetRelativeToListener(m_ptr, 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)
{
sfSoundSource_SetMinDistance(m_ptr, 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)
{
sfSoundSource_SetAttenuation(m_ptr, attenuation);
}
////////////////////////////////////////////////////////////
/// \brief Get the pitch of the sound
///
/// \return Pitch of the sound
///
/// \see SetPitch
///
////////////////////////////////////////////////////////////
float GetPitch()
{
return sfSoundSource_GetPitch(m_ptr);
}
////////////////////////////////////////////////////////////
/// \brief Get the volume of the sound
///
/// \return Volume of the sound, in the range [0, 100]
///
/// \see SetVolume
///
////////////////////////////////////////////////////////////
float GetVolume()
{
return sfSoundSource_GetVolume(m_ptr);
}
////////////////////////////////////////////////////////////
/// \brief Get the 3D position of the sound in the audio scene
///
/// \return Position of the sound
///
/// \see SetPosition
///
////////////////////////////////////////////////////////////
Vector3f getPosition()
{
Vector3f ret;
sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
return ret;
}
////////////////////////////////////////////////////////////
/// \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()
{
return sfSoundSource_IsRelativeToListener(m_ptr);
}
////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of the sound
///
/// \return Minimum distance of the sound
///
/// \see SetMinDistance, GetAttenuation
///
////////////////////////////////////////////////////////////
float getMinDistance()
{
return sfSoundSource_GetMinDistance(m_ptr);
}
////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of the sound
///
/// \return Attenuation factor of the sound
///
/// \see SetAttenuation, GetMinDistance
///
////////////////////////////////////////////////////////////
float getAttenuation()
{
return sfSoundSource_GetAttenuation(m_ptr);
}
override void dispose()
{
sfSoundSource_Destroy(m_ptr);
}
private:
static extern(C)
{
void* function() sfSoundSource_Create;
void function(void*) sfSoundSource_Destroy;
SoundStatus function(void*) sfSoundSource_GetStatus;
void function(void*, float) sfSoundSource_SetPitch;
void function(void*, float) sfSoundSource_SetVolume;
void function(void*, float, float, float) sfSoundSource_SetPosition;
float function(void*) sfSoundSource_GetPitch;
float function(void*) sfSoundSource_GetVolume;
void function(void*, float*, float*, float*) sfSoundSource_GetPosition;
float function(void*) sfSoundSource_GetMinDistance;
float function(void*) sfSoundSource_GetAttenuation;
void function(void*, float) sfSoundSource_SetMinDistance;
void function(void*, float) sfSoundSource_SetAttenuation;
void function(void*, bool) sfSoundSource_SetRelativeToListener;
bool function(void*) sfSoundSource_IsRelativeToListener;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-audio-d");
else
DllLoader dll = DllLoader.load("csfml-audio");
mixin(loadDerivedFromSharedLib("sfSoundSource", "Create", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "Destroy", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetStatus", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetPitch", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetPitch", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetVolume", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetVolume", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetPosition", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetPosition", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetMinDistance", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetMinDistance", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetAttenuation", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetAttenuation", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetRelativeToListener", symbol));
mixin(loadDerivedFromSharedLib("sfSoundSource", "IsRelativeToListener", symbol));
}
}