SFML/samples/sound_capture/SoundCapture.cpp

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <iomanip>
#include <iostream>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Check that the device can capture audio
if (sf::SoundRecorder::CanCapture() == false)
{
std::cout << "Sorry, audio capture is not supported by your system" << std::endl;
return EXIT_SUCCESS;
}
// Choose the sample rate
unsigned int SampleRate;
std::cout << "Please choose the sample rate for sound capture (44100 is CD quality) : ";
std::cin >> SampleRate;
std::cin.ignore(10000, '\n');
// Wait for user input...
std::cout << "Press enter to start recording audio";
std::cin.ignore(10000, '\n');
// Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer
sf::SoundBufferRecorder Recorder;
// Audio capture is done in a separate thread, so we can block the main thread while it is capturing
Recorder.Start(SampleRate);
std::cout << "Recording... press enter to stop";
std::cin.ignore(10000, '\n');
Recorder.Stop();
// Get the buffer containing the captured data
const sf::SoundBuffer& Buffer = Recorder.GetBuffer();
// Display captured sound informations
std::cout << "Sound information :" << std::endl;
std::cout << " " << Buffer.GetDuration() << " seconds" << std::endl;
std::cout << " " << Buffer.GetSampleRate() << " samples / seconds" << std::endl;
std::cout << " " << Buffer.GetChannelsCount() << " channels" << std::endl;
// Choose what to do with the recorded sound data
char Choice;
std::cout << "What do you want to do with captured sound (p = play, s = save) ? ";
std::cin >> Choice;
std::cin.ignore(10000, '\n');
if (Choice == 's')
{
// Choose the filename
std::string Filename;
std::cout << "Choose the file to create : ";
std::getline(std::cin, Filename);
// Save the buffer
Buffer.SaveToFile(Filename);
}
else
{
// Create a sound instance and play it
sf::Sound Sound(Buffer);
Sound.Play();
// Wait until finished
while (Sound.GetStatus() == sf::Sound::Playing)
{
// Display the playing position
std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << Sound.GetPlayingOffset() << " sec";
// Leave some CPU time for other threads
sf::Sleep(0.1f);
}
}
// Finished !
std::cout << std::endl << "Done !" << std::endl;
// Wait until the user presses 'enter' key
std::cout << "Press enter to exit..." << std::endl;
std::cin.ignore(10000, '\n');
return EXIT_SUCCESS;
}