first commit in a series to change property functions into D style

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1454 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
trass3r 2010-03-13 01:56:39 +00:00
parent 809b09292f
commit 1c72b919e7
5 changed files with 443 additions and 460 deletions

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@ -1,28 +1,28 @@
/* /*
* DSFML - SFML Library wrapper for the D programming language. * DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com) * Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt * Copyright (C) 2010 Andreas Hollandt
* *
* This software is provided 'as-is', without any express or * This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held * implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software. * liable for any damages arising from the use of this software.
* *
* Permission is granted to anyone to use this software for any purpose, * Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute * including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions: * it freely, subject to the following restrictions:
* *
* 1. The origin of this software must not be misrepresented; * 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software. * you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment * If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but * in the product documentation would be appreciated but
* is not required. * is not required.
* *
* 2. Altered source versions must be plainly marked as such, * 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software. * and must not be misrepresented as being the original software.
* *
* 3. This notice may not be removed or altered from any * 3. This notice may not be removed or altered from any
* source distribution. * source distribution.
*/ */
module dsfml.audio.sound; module dsfml.audio.sound;
@ -34,79 +34,81 @@ import dsfml.system.exception;
import dsfml.system.vector3; import dsfml.system.vector3;
/** /**
* Sound defines the properties of the sound such as position, * Sound defines the properties of the sound such as position,
* volume, pitch, etc. * volume, pitch, etc.
*/ */
class Sound : SoundSource!("sfSound") class Sound : SoundSource!("sfSound")
{ {
/** /**
* Default constructor * Default constructor
*/ */
this() this()
{ {
super(); super();
} }
/** /**
* Construct the sound from its parameters * Construct the sound from its parameters
* *
* Params: * Params:
* buffer = Sound buffer to play * soundbuffer = Sound buffer to play
* loop = Loop flag (false by default) * loop = Loop flag (false by default)
* pitch = Value of the pitch (1 by default) * pitch = Value of the pitch (1 by default)
* volume = Volume (100 by default) * volume = Volume (100 by default)
* x = X position (0 by default) * x = X position (0 by default)
* y = Y position (0 by default) * y = Y position (0 by default)
* z = Z position (0 by default) * z = Z position (0 by default)
* *
* Throws: * Throws:
* NullParameterException if buffer is null * NullParameterException if buffer is null
*/ */
this(SoundBuffer buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f) this(SoundBuffer soundbuffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f)
{ {
if (buffer is null) if (soundbuffer is null)
throw new NullParameterException("NullParameterException : SoundBuffer is null."); throw new NullParameterException("NullParameterException : SoundBuffer is null.");
super(); super();
setBuffer(buffer); buffer = soundbuffer;
setLoop(loop); loop = loop;
setPitch(pitch); pitch = pitch;
setVolume(volume); volume = volume;
setPosition(x, y, z); setPosition(x, y, z);
} }
/** /**
* Play the sound * Play the sound
*/ */
void play() void play()
{ {
sfSound_Play(m_ptr); sfSound_Play(m_ptr);
} }
/** /**
* Pause the sound * Pause the sound
*/ */
void pause() void pause()
{ {
sfSound_Pause(m_ptr); sfSound_Pause(m_ptr);
} }
/** /**
* Stop the sound * Stop the sound
*/ */
void stop() void stop()
{ {
sfSound_Stop(m_ptr); sfSound_Stop(m_ptr);
} }
@property
{
/** /**
* Set the source buffer * Set the source buffer
* *
* Params: * Params:
* buffer = New sound buffer to bind to the sound * buffer = New sound buffer to bind to the sound
*/ */
void setBuffer(SoundBuffer buffer) void buffer(SoundBuffer buffer)
{ {
if (buffer is null) if (buffer is null)
throw new NullParameterException("NullParameterException : SoundBuffer is null."); throw new NullParameterException("NullParameterException : SoundBuffer is null.");
@ -116,62 +118,63 @@ class Sound : SoundSource!("sfSound")
} }
/** /**
* Set the sound loop state. * Set the sound loop state.
* This parameter is disabled by default * This parameter is disabled by default
* *
* Params: * Params:
* loop = True to play in loop, false to play once * loop = True to play in loop, false to play once
*/ */
void setLoop(bool loop) void loop(bool loop)
{ {
sfSound_SetLoop(m_ptr, loop); sfSound_SetLoop(m_ptr, loop);
} }
/** /**
* Set the current playing offset of a sound * Set the current playing offset of a sound
* *
* Params: * Params:
* offset = new playing position, expressed in seconds * offset = new playing position, expressed in seconds
*/ */
void setPlayingOffset(float offset) void playingOffset(float offset)
{ {
sfSound_SetPlayingOffset(m_ptr, offset); sfSound_SetPlayingOffset(m_ptr, offset);
} }
/** /**
* Get the source buffer * Get the source buffer
* *
* Returns: * Returns:
* Sound buffer bound to the sound (can be NULL) * Sound buffer bound to the sound (can be NULL)
*/ */
SoundBuffer getBuffer() SoundBuffer buffer()
{ {
return m_buffer; return m_buffer;
} }
/** /**
* Tell whether or not the sound is looping * Tell whether or not the sound is looping
* *
* Returns: * Returns:
* True if the sound is looping, false otherwise * True if the sound is looping, false otherwise
*/ */
bool getLoop() bool loop()
{ {
return cast(bool)(sfSound_GetLoop(m_ptr)); return cast(bool)(sfSound_GetLoop(m_ptr));
} }
/** /**
* Get the current playing position of the sound * Get the current playing position of the sound
* *
* Returns: * Returns:
* Current playing position, expressed in seconds * Current playing position, expressed in seconds
*/ */
float getPlayingOffset() float playingOffset()
{ {
return sfSound_GetPlayingOffset(m_ptr); return sfSound_GetPlayingOffset(m_ptr);
} }
}
private: private:
SoundBuffer m_buffer; SoundBuffer m_buffer;

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@ -1,28 +1,28 @@
/* /*
* DSFML - SFML Library wrapper for the D programming language. * DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com) * Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt * Copyright (C) 2010 Andreas Hollandt
* *
* This software is provided 'as-is', without any express or * This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held * implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software. * liable for any damages arising from the use of this software.
* *
* Permission is granted to anyone to use this software for any purpose, * Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute * including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions: * it freely, subject to the following restrictions:
* *
* 1. The origin of this software must not be misrepresented; * 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software. * you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment * If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but * in the product documentation would be appreciated but
* is not required. * is not required.
* *
* 2. Altered source versions must be plainly marked as such, * 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software. * and must not be misrepresented as being the original software.
* *
* 3. This notice may not be removed or altered from any * 3. This notice may not be removed or altered from any
* source distribution. * source distribution.
*/ */
module dsfml.audio.soundbuffer; module dsfml.audio.soundbuffer;
@ -32,20 +32,20 @@ import dsfml.system.stringutil;
/** /**
* SoundBuffer is the low-level for loading and manipulating * SoundBuffer is the low-level for loading and manipulating
* sound buffers * sound buffers
*/ */
class SoundBuffer : DSFMLObject class SoundBuffer : DSFMLObject
{ {
/** /**
* Load the sound buffer from a file * Load the sound buffer from a file
* *
* Params: * Params:
* filename = Path of the sound file to load * filename = Path of the sound file to load
* *
* Throws: * Throws:
* LoadingException on failure * LoadingException on failure
*/ */
this(string filename) this(string filename)
{ {
if (filename is null || filename.length == 0) if (filename is null || filename.length == 0)
@ -55,14 +55,14 @@ class SoundBuffer : DSFMLObject
} }
/** /**
* Load the sound buffer from a file in memory * Load the sound buffer from a file in memory
* *
* Params: * Params:
* data = Array of file data in memory * data = Array of file data in memory
* *
* Throws: * Throws:
* LoadingException on failure * LoadingException on failure
*/ */
this(byte[] data) this(byte[] data)
{ {
if (data is null || data.length == 0) if (data is null || data.length == 0)
@ -72,18 +72,18 @@ class SoundBuffer : DSFMLObject
} }
/** /**
* Load the sound buffer from an array of samples - assumed format for * Load the sound buffer from an array of samples - assumed format for
* samples is 16 bits signed integer * samples is 16 bits signed integer
* *
* Params: * Params:
* samples = Array of samples in memory * samples = Array of samples in memory
* channelsCount = Number of channels (1 = mono, 2 = stereo, ...) * channelsCount = Number of channels (1 = mono, 2 = stereo, ...)
* sampleRate = Frequency (number of samples to play per second) * sampleRate = Frequency (number of samples to play per second)
* *
* Throws: * Throws:
* LoadingException on failure * LoadingException on failure
*/ */
this(short[] samples, uint channelsCount, uint sampleRate) this(const(short)[] samples, uint channelsCount, uint sampleRate)
{ {
if (samples is null || samples.length == 0) if (samples is null || samples.length == 0)
throw new Exception("LoadingException : Samples array is invalid."); throw new Exception("LoadingException : Samples array is invalid.");
@ -99,14 +99,14 @@ class SoundBuffer : DSFMLObject
/** /**
* Save the sound buffer to a file * Save the sound buffer to a file
* *
* Params: * Params:
* filename = Path of the sound file to write * filename = Path of the sound file to write
* *
* Returns: * Returns:
* True if saving has been successful * True if saving has been successful
*/ */
bool saveToFile(string filename) bool saveToFile(string filename)
{ {
if (filename !is null && filename.length > 0 ) if (filename !is null && filename.length > 0 )
@ -116,63 +116,66 @@ class SoundBuffer : DSFMLObject
return false; return false;
} }
@property
{
/** /**
* Return the sound samples * Return the sound samples
* *
* Returns: * Returns:
* Array of sound samples, in 16 bits signed integer format * Array of sound samples, in 16 bits signed integer format
*/ */
short[] getSamples() short[] samples()
{ {
short* temp = null; short* temp = null;
temp = sfSoundBuffer_GetSamples(m_ptr); temp = sfSoundBuffer_GetSamples(m_ptr);
return temp is null ? null : temp[0..getSamplesCount]; return temp is null ? null : temp[0..samplesCount()];
} }
/** /**
* Return the samples count * Return the samples count
* *
* Returns: * Returns:
* Number of samples * Number of samples
*/ */
size_t getSamplesCount() size_t samplesCount()
{ {
return sfSoundBuffer_GetSamplesCount(m_ptr); return sfSoundBuffer_GetSamplesCount(m_ptr);
} }
/** /**
* Get the sample rate * Get the sample rate
* *
* Returns: * Returns:
* Sound frequency (number of samples per second) * Sound frequency (number of samples per second)
*/ */
uint getSampleRate() uint sampleRate()
{ {
return sfSoundBuffer_GetSampleRate(m_ptr); return sfSoundBuffer_GetSampleRate(m_ptr);
} }
/** /**
* Return the number of channels (1 = mono, 2 = stereo, ...) * Return the number of channels (1 = mono, 2 = stereo, ...)
* *
* Returns: * Returns:
* Number of channels * Number of channels
*/ */
uint getChannelsCount() uint channelsCount()
{ {
return sfSoundBuffer_GetChannelsCount(m_ptr); return sfSoundBuffer_GetChannelsCount(m_ptr);
} }
/** /**
* Get the sound duration * Get the sound duration
* *
* Returns: * Returns:
* Sound duration, in seconds * Sound duration, in seconds
*/ */
float getDuration() float duration()
{ {
return sfSoundBuffer_GetDuration(m_ptr); return sfSoundBuffer_GetDuration(m_ptr);
} }
}
package: package:
this(void* ptr) this(void* ptr)
@ -181,50 +184,22 @@ package:
} }
private: private:
// External ====================================================================
extern (C) static extern(C)
{ {
typedef void* function(cchar*) pf_sfSoundBuffer_CreateFromFile; void* function(cchar*) sfSoundBuffer_CreateFromFile;
typedef void* function(byte*, size_t) pf_sfSoundBuffer_CreateFromMemory; void* function(const(byte)*, size_t) sfSoundBuffer_CreateFromMemory;
typedef void* function(short*, size_t, uint, uint) pf_sfSoundBuffer_CreateFromSamples; void* function(const(short)*, size_t, uint, uint) sfSoundBuffer_CreateFromSamples;
typedef void function(void*) pf_sfSoundBuffer_Destroy; void function(void*) sfSoundBuffer_Destroy;
typedef int function(void*, cchar*) pf_sfSoundBuffer_SaveToFile; int function(void*, cchar*) sfSoundBuffer_SaveToFile;
typedef short* function(void*) pf_sfSoundBuffer_GetSamples; short* function(void*) sfSoundBuffer_GetSamples;
typedef size_t function(void*) pf_sfSoundBuffer_GetSamplesCount; size_t function(void*) sfSoundBuffer_GetSamplesCount;
typedef uint function(void*) pf_sfSoundBuffer_GetSampleRate; uint function(void*) sfSoundBuffer_GetSampleRate;
typedef uint function(void*) pf_sfSoundBuffer_GetChannelsCount; uint function(void*) sfSoundBuffer_GetChannelsCount;
typedef float function(void*) pf_sfSoundBuffer_GetDuration; float function(void*) sfSoundBuffer_GetDuration;
static pf_sfSoundBuffer_CreateFromFile sfSoundBuffer_CreateFromFile;
static pf_sfSoundBuffer_CreateFromMemory sfSoundBuffer_CreateFromMemory;
static pf_sfSoundBuffer_CreateFromSamples sfSoundBuffer_CreateFromSamples;
static pf_sfSoundBuffer_Destroy sfSoundBuffer_Destroy;
static pf_sfSoundBuffer_SaveToFile sfSoundBuffer_SaveToFile;
static pf_sfSoundBuffer_GetSamples sfSoundBuffer_GetSamples;
static pf_sfSoundBuffer_GetSamplesCount sfSoundBuffer_GetSamplesCount;
static pf_sfSoundBuffer_GetSampleRate sfSoundBuffer_GetSampleRate;
static pf_sfSoundBuffer_GetChannelsCount sfSoundBuffer_GetChannelsCount;
static pf_sfSoundBuffer_GetDuration sfSoundBuffer_GetDuration;
} }
static this() mixin(loadFromSharedLib2("csfml-audio", "sfSoundBuffer",
{ "CreateFromFile", "CreateFromMemory", "CreateFromSamples", "Destroy", "SaveToFile", "GetSamples", "GetSamplesCount",
debug "GetSampleRate", "GetChannelsCount", "GetDuration"));
DllLoader dll = DllLoader.load("csfml-audio-d");
else
DllLoader dll = DllLoader.load("csfml-audio");
sfSoundBuffer_CreateFromFile = cast(pf_sfSoundBuffer_CreateFromFile)dll.getSymbol("sfSoundBuffer_CreateFromFile");
sfSoundBuffer_CreateFromMemory = cast(pf_sfSoundBuffer_CreateFromMemory)dll.getSymbol("sfSoundBuffer_CreateFromMemory");
sfSoundBuffer_CreateFromSamples = cast(pf_sfSoundBuffer_CreateFromSamples)dll.getSymbol("sfSoundBuffer_CreateFromSamples");
sfSoundBuffer_Destroy = cast(pf_sfSoundBuffer_Destroy)dll.getSymbol("sfSoundBuffer_Destroy");
sfSoundBuffer_SaveToFile = cast(pf_sfSoundBuffer_SaveToFile)dll.getSymbol("sfSoundBuffer_SaveToFile");
sfSoundBuffer_GetSamples = cast(pf_sfSoundBuffer_GetSamples)dll.getSymbol("sfSoundBuffer_GetSamples");
sfSoundBuffer_GetSamplesCount = cast(pf_sfSoundBuffer_GetSamplesCount)dll.getSymbol("sfSoundBuffer_GetSamplesCount");
sfSoundBuffer_GetSampleRate = cast(pf_sfSoundBuffer_GetSampleRate)dll.getSymbol("sfSoundBuffer_GetSampleRate");
sfSoundBuffer_GetChannelsCount = cast(pf_sfSoundBuffer_GetChannelsCount)dll.getSymbol("sfSoundBuffer_GetChannelsCount");
sfSoundBuffer_GetDuration = cast(pf_sfSoundBuffer_GetDuration)dll.getSymbol("sfSoundBuffer_GetDuration");
}
} }

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@ -1,11 +1,35 @@
/** /*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2010 Andreas Hollandt
* *
* 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.
*/ */
module dsfml.audio.soundsource; module dsfml.audio.soundsource;
import dsfml.system.vector3; import dsfml.system.vector3;
import dsfml.system.common; import dsfml.system.common;
/// the sound's current status
enum SoundStatus enum SoundStatus
{ {
Stopped, /// Sound is not playing Stopped, /// Sound is not playing
@ -14,17 +38,16 @@ enum SoundStatus
} }
/// base class /// base class
package class SoundSource(alias symbol) : DSFMLObject package class SoundSource(alias derivedClassName) : DSFMLObject
{ {
private: protected:
protected :
//////////////////////////////////////////////////////////// /**
/// \brief Default constructor * Default constructor
/// *
/// This constructor is meant ot be called by derived classes only. * This constructor is meant ot be called by derived classes only.
/// *
//////////////////////////////////////////////////////////// */
this() this()
{ {
super(sfSoundSource_Create()); super(sfSoundSource_Create());
@ -35,49 +58,80 @@ protected :
super(ptr); super(ptr);
} }
//////////////////////////////////////////////////////////// override void dispose()
/// \brief Get the current status of the sound (stopped, paused, playing) {
/// sfSoundSource_Destroy(m_ptr);
/// \return Current status of the sound }
///
//////////////////////////////////////////////////////////// public:
SoundStatus getStatus()
/**
* 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).
*
* Params:
* x = X coordinate of the position of the sound in the scene
* y = Y coordinate of the position of the sound in the scene
* z = Z coordinate of the position of the sound in the scene
*/
void setPosition(float x, float y, float z)
{
sfSoundSource_SetPosition(m_ptr, x, y, z);
}
@property
{
/**
* Get the current status of the sound (stopped, paused, playing)
*
* Returns:
* current status of the sound
*/
SoundStatus status()
{ {
return sfSoundSource_GetStatus(m_ptr); return sfSoundSource_GetStatus(m_ptr);
} }
public: /**
//////////////////////////////////////////////////////////// * Set the pitch of the sound
/// \brief Set the pitch of the sound *
/// * The pitch represents the perceived fundamental frequency
/// The pitch represents the perceived fundamental frequency * of a sound; thus you can make a sound more acute or grave
/// of a sound; thus you can make a sound more acute or grave * by changing its pitch. A side effect of changing the pitch
/// by changing its pitch. A side effect of changing the pitch * is to modify the playing speed of the sound as well.
/// is to modify the playing speed of the sound as well. * The default value for the pitch is 1.
/// The default value for the pitch is 1. *
/// * Params:
/// \param pitch New pitch to apply to the sound * pitch = New pitch to apply to the sound
/// */
/// \see GetPitch void pitch(float pitch)
///
////////////////////////////////////////////////////////////
void setPitch(float pitch)
{ {
sfSoundSource_SetPitch(m_ptr, pitch); sfSoundSource_SetPitch(m_ptr, pitch);
} }
//////////////////////////////////////////////////////////// /**
/// \brief Set the volume of the sound * Get the pitch of the sound
/// *
/// The volume is a value between 0 (mute) and 100 (full volume). * Returns:
/// The default value for the volume is 100. * pitch of the sound
/// */
/// \param volume Volume of the sound float pitch()
/// {
/// \see GetVolume return sfSoundSource_GetPitch(m_ptr);
/// }
////////////////////////////////////////////////////////////
void setVolume(float volume) /**
* 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.
*
* Params:
* volume = volume of the sound
*/
void volume(float volume)
in in
{ {
assert(volume >= 0 && volume <= 100); assert(volume >= 0 && volume <= 100);
@ -87,137 +141,38 @@ public:
sfSoundSource_SetVolume(m_ptr, volume); sfSoundSource_SetVolume(m_ptr, volume);
} }
//////////////////////////////////////////////////////////// /**
/// \brief Set the 3D position of the sound in the audio scene * Get the volume of the sound
/// *
/// Only sounds with one channel (mono sounds) can be * Returns:
/// spatialized. * Volume of the sound, in the range [0, 100]
/// The default position of a sound is (0, 0, 0). */
/// float volume()
/// \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); return sfSoundSource_GetVolume(m_ptr);
} }
//////////////////////////////////////////////////////////// /**
/// \brief Get the 3D position of the sound in the audio scene * Set the 3D position of the sound in the audio scene
/// *
/// \return Position of the sound * Only sounds with one channel (mono sounds) can be
/// * spatialized.
/// \see SetPosition * The default position of a sound is (0, 0, 0).
/// *
//////////////////////////////////////////////////////////// * Params:
* position = Position of the sound in the scene
*/
void position(Vector3f position)
{
sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
}
/**
* Get the 3D position of the sound in the audio scene
*
* Returns:
* Position of the sound
*/
Vector3f getPosition() Vector3f getPosition()
{ {
Vector3f ret; Vector3f ret;
@ -225,50 +180,107 @@ public:
return ret; return ret;
} }
//////////////////////////////////////////////////////////// /**
/// \brief Tell whether the sound's position is relative to the * Make the sound's position relative to the listener or absolute
/// listener or is absolute *
/// * Making a sound relative to the listener will ensure that it will always
/// \return True if the position is relative, false if it's absolute * be played the same way regardless the position of the listener.
/// * This can be useful for non-spatialized sounds, sounds that are
/// \see SetRelativeToListener * produced by the listener, or sounds attached to it.
/// * The default value is false (position is absolute).
//////////////////////////////////////////////////////////// *
bool isRelativeToListener() * Params:
* relative = True to set the position relative, false to set it absolute
*/
void relativeToListener(bool relative)
{
sfSoundSource_SetRelativeToListener(m_ptr, relative);
}
/**
* Tell whether the sound's position is relative to the listener or is absolute
*
* Returns:
* True if the position is relative, false if it's absolute
*/
bool relativeToListener()
{ {
return sfSoundSource_IsRelativeToListener(m_ptr); return sfSoundSource_IsRelativeToListener(m_ptr);
} }
//////////////////////////////////////////////////////////// /**
/// \brief Get the minimum distance of the sound * Set the minimum distance of the sound
/// *
/// \return 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
/// \see SetMinDistance, GetAttenuation * 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.
float getMinDistance() * The default value of the minimum distance is 1.
*
* Params:
* distance = New minimum distance of the sound
*
* \see GetMinDistance, SetAttenuation
*
*/
void minDistance(float distance)
{
sfSoundSource_SetMinDistance(m_ptr, distance);
}
/**
* Get the minimum distance of the sound
*
* Returns:
* Minimum distance of the sound
*
* \see SetMinDistance, GetAttenuation
*
*/
float minDistance()
{ {
return sfSoundSource_GetMinDistance(m_ptr); return sfSoundSource_GetMinDistance(m_ptr);
} }
//////////////////////////////////////////////////////////// /**
/// \brief Get the attenuation factor of the sound * Set the attenuation factor of the sound
/// *
/// \return Attenuation factor of the sound * The attenuation is a multiplicative factor which makes
/// * the sound more or less loud according to its distance
/// \see SetAttenuation, GetMinDistance * 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,
float getAttenuation() * 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.
*
* Params:
* attenuation = New attenuation factor of the sound
*
* \see GetAttenuation, SetMinDistance
*
*/
void attenuation(float attenuation)
{
sfSoundSource_SetAttenuation(m_ptr, attenuation);
}
/**
* Get the attenuation factor of the sound
*
* Returns:
* Attenuation factor of the sound
*
* \see SetAttenuation, GetMinDistance
*
*/
float attenuation()
{ {
return sfSoundSource_GetAttenuation(m_ptr); return sfSoundSource_GetAttenuation(m_ptr);
} }
}
override void dispose()
{
sfSoundSource_Destroy(m_ptr);
}
private: private:
@ -293,27 +305,7 @@ private:
bool function(void*) sfSoundSource_IsRelativeToListener; bool function(void*) sfSoundSource_IsRelativeToListener;
} }
static this() mixin(loadDerivedFromSharedLib("csfml-audio", "sfSoundSource", derivedClassName,
{ "Create", "Destroy", "GetStatus", "GetPitch", "SetPitch", "GetVolume", "SetVolume", "GetPosition", "SetPosition",
debug "GetMinDistance", "SetMinDistance", "GetAttenuation", "SetAttenuation", "SetRelativeToListener", "IsRelativeToListener"));
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));
}
} }

View File

@ -85,7 +85,7 @@ abstract class SoundStream : SoundSource!("sfSoundStream")
m_flag = true; m_flag = true;
sfSoundStream_Play(m_ptr); sfSoundStream_Play(m_ptr);
if (getStatus() != SoundStatus.Paused) if (status != SoundStatus.Paused)
{ {
m_t = new Thread(&threadPoll); m_t = new Thread(&threadPoll);
m_t.start(); m_t.start();

View File

@ -47,7 +47,7 @@ string loadFromSharedLib(string fname)
} }
//used to mixin code function //used to mixin code function
string loadFromSharedLib2(S...)(string lib, string object, S fnames) string loadFromSharedLib2(S...)(string lib, string className, S fnames)
{ {
string res = `static this() string res = `static this()
{ {
@ -60,14 +60,27 @@ string loadFromSharedLib2(S...)(string lib, string object, S fnames)
foreach(fname; fnames) foreach(fname; fnames)
{ {
res ~= "\t" ~ object ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ object ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ object ~ "_" ~ fname ~ "\");\n"; res ~= "\t" ~ className ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ className ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ className ~ "_" ~ fname ~ "\");\n";
} }
return res ~ "}\n"; return res ~ "}\n";
} }
string loadDerivedFromSharedLib(string base, string fname, string derived) string loadDerivedFromSharedLib(S...)(string lib, string baseClass, string derivedClass, S fnames)
{ {
return base ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ base ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ derived ~ "_" ~ fname ~ "\");"; string res = `static this()
{
debug
DllLoader dll = DllLoader.load("` ~ lib ~ `-d");
else
DllLoader dll = DllLoader.load("` ~ lib ~ `");
`;
foreach(fname; fnames)
{
res ~= "\t" ~ baseClass ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ baseClass ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ derivedClass ~ "_" ~ fname ~ "\");";
}
return res ~ "}\n";
} }
/** /**