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:
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@ -51,7 +51,7 @@ class Sound : SoundSource!("sfSound")
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* Construct the sound from its parameters
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*
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* Params:
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* buffer = Sound buffer to play
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* soundbuffer = Sound buffer to play
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* loop = Loop flag (false by default)
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* pitch = Value of the pitch (1 by default)
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* volume = Volume (100 by default)
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@ -62,16 +62,16 @@ class Sound : SoundSource!("sfSound")
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* Throws:
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* NullParameterException if buffer is null
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*/
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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)
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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)
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{
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if (buffer is null)
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if (soundbuffer is null)
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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super();
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setBuffer(buffer);
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setLoop(loop);
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setPitch(pitch);
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setVolume(volume);
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buffer = soundbuffer;
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loop = loop;
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pitch = pitch;
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volume = volume;
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setPosition(x, y, z);
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}
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@ -100,13 +100,15 @@ class Sound : SoundSource!("sfSound")
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sfSound_Stop(m_ptr);
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}
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@property
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{
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/**
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* Set the source buffer
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*
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* Params:
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* buffer = New sound buffer to bind to the sound
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*/
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void setBuffer(SoundBuffer buffer)
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void buffer(SoundBuffer buffer)
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{
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if (buffer is null)
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throw new NullParameterException("NullParameterException : SoundBuffer is null.");
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@ -122,7 +124,7 @@ class Sound : SoundSource!("sfSound")
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* Params:
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* loop = True to play in loop, false to play once
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*/
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void setLoop(bool loop)
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void loop(bool loop)
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{
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sfSound_SetLoop(m_ptr, loop);
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}
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@ -133,7 +135,7 @@ class Sound : SoundSource!("sfSound")
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* Params:
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* offset = new playing position, expressed in seconds
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*/
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void setPlayingOffset(float offset)
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void playingOffset(float offset)
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{
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sfSound_SetPlayingOffset(m_ptr, offset);
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}
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@ -145,7 +147,7 @@ class Sound : SoundSource!("sfSound")
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* Returns:
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* Sound buffer bound to the sound (can be NULL)
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*/
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SoundBuffer getBuffer()
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SoundBuffer buffer()
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{
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return m_buffer;
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}
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@ -156,7 +158,7 @@ class Sound : SoundSource!("sfSound")
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* Returns:
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* True if the sound is looping, false otherwise
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*/
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bool getLoop()
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bool loop()
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{
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return cast(bool)(sfSound_GetLoop(m_ptr));
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@ -168,10 +170,11 @@ class Sound : SoundSource!("sfSound")
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* Returns:
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* Current playing position, expressed in seconds
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*/
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float getPlayingOffset()
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float playingOffset()
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{
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return sfSound_GetPlayingOffset(m_ptr);
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}
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}
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private:
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SoundBuffer m_buffer;
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@ -83,7 +83,7 @@ class SoundBuffer : DSFMLObject
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* Throws:
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* LoadingException on failure
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*/
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this(short[] samples, uint channelsCount, uint sampleRate)
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this(const(short)[] samples, uint channelsCount, uint sampleRate)
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{
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if (samples is null || samples.length == 0)
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throw new Exception("LoadingException : Samples array is invalid.");
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@ -116,18 +116,20 @@ class SoundBuffer : DSFMLObject
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return false;
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}
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@property
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{
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/**
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* Return the sound samples
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*
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* Returns:
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* Array of sound samples, in 16 bits signed integer format
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*/
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short[] getSamples()
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short[] samples()
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{
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short* temp = null;
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temp = sfSoundBuffer_GetSamples(m_ptr);
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return temp is null ? null : temp[0..getSamplesCount];
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return temp is null ? null : temp[0..samplesCount()];
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}
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/**
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@ -136,7 +138,7 @@ class SoundBuffer : DSFMLObject
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* Returns:
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* Number of samples
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*/
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size_t getSamplesCount()
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size_t samplesCount()
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{
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return sfSoundBuffer_GetSamplesCount(m_ptr);
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}
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@ -147,7 +149,7 @@ class SoundBuffer : DSFMLObject
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* Returns:
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* Sound frequency (number of samples per second)
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*/
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uint getSampleRate()
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uint sampleRate()
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{
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return sfSoundBuffer_GetSampleRate(m_ptr);
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}
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@ -158,7 +160,7 @@ class SoundBuffer : DSFMLObject
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* Returns:
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* Number of channels
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*/
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uint getChannelsCount()
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uint channelsCount()
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{
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return sfSoundBuffer_GetChannelsCount(m_ptr);
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}
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@ -169,10 +171,11 @@ class SoundBuffer : DSFMLObject
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* Returns:
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* Sound duration, in seconds
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*/
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float getDuration()
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float duration()
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{
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return sfSoundBuffer_GetDuration(m_ptr);
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}
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}
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package:
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this(void* ptr)
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@ -181,50 +184,22 @@ package:
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}
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private:
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// External ====================================================================
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extern (C)
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static extern(C)
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{
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typedef void* function(cchar*) pf_sfSoundBuffer_CreateFromFile;
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typedef void* function(byte*, size_t) pf_sfSoundBuffer_CreateFromMemory;
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typedef void* function(short*, size_t, uint, uint) pf_sfSoundBuffer_CreateFromSamples;
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typedef void function(void*) pf_sfSoundBuffer_Destroy;
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typedef int function(void*, cchar*) pf_sfSoundBuffer_SaveToFile;
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typedef short* function(void*) pf_sfSoundBuffer_GetSamples;
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typedef size_t function(void*) pf_sfSoundBuffer_GetSamplesCount;
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typedef uint function(void*) pf_sfSoundBuffer_GetSampleRate;
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typedef uint function(void*) pf_sfSoundBuffer_GetChannelsCount;
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typedef float function(void*) pf_sfSoundBuffer_GetDuration;
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static pf_sfSoundBuffer_CreateFromFile sfSoundBuffer_CreateFromFile;
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static pf_sfSoundBuffer_CreateFromMemory sfSoundBuffer_CreateFromMemory;
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static pf_sfSoundBuffer_CreateFromSamples sfSoundBuffer_CreateFromSamples;
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static pf_sfSoundBuffer_Destroy sfSoundBuffer_Destroy;
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static pf_sfSoundBuffer_SaveToFile sfSoundBuffer_SaveToFile;
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static pf_sfSoundBuffer_GetSamples sfSoundBuffer_GetSamples;
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static pf_sfSoundBuffer_GetSamplesCount sfSoundBuffer_GetSamplesCount;
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static pf_sfSoundBuffer_GetSampleRate sfSoundBuffer_GetSampleRate;
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static pf_sfSoundBuffer_GetChannelsCount sfSoundBuffer_GetChannelsCount;
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static pf_sfSoundBuffer_GetDuration sfSoundBuffer_GetDuration;
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void* function(cchar*) sfSoundBuffer_CreateFromFile;
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void* function(const(byte)*, size_t) sfSoundBuffer_CreateFromMemory;
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void* function(const(short)*, size_t, uint, uint) sfSoundBuffer_CreateFromSamples;
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void function(void*) sfSoundBuffer_Destroy;
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int function(void*, cchar*) sfSoundBuffer_SaveToFile;
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short* function(void*) sfSoundBuffer_GetSamples;
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size_t function(void*) sfSoundBuffer_GetSamplesCount;
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uint function(void*) sfSoundBuffer_GetSampleRate;
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uint function(void*) sfSoundBuffer_GetChannelsCount;
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float function(void*) sfSoundBuffer_GetDuration;
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}
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static this()
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{
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debug
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DllLoader dll = DllLoader.load("csfml-audio-d");
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else
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DllLoader dll = DllLoader.load("csfml-audio");
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sfSoundBuffer_CreateFromFile = cast(pf_sfSoundBuffer_CreateFromFile)dll.getSymbol("sfSoundBuffer_CreateFromFile");
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sfSoundBuffer_CreateFromMemory = cast(pf_sfSoundBuffer_CreateFromMemory)dll.getSymbol("sfSoundBuffer_CreateFromMemory");
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sfSoundBuffer_CreateFromSamples = cast(pf_sfSoundBuffer_CreateFromSamples)dll.getSymbol("sfSoundBuffer_CreateFromSamples");
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sfSoundBuffer_Destroy = cast(pf_sfSoundBuffer_Destroy)dll.getSymbol("sfSoundBuffer_Destroy");
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sfSoundBuffer_SaveToFile = cast(pf_sfSoundBuffer_SaveToFile)dll.getSymbol("sfSoundBuffer_SaveToFile");
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sfSoundBuffer_GetSamples = cast(pf_sfSoundBuffer_GetSamples)dll.getSymbol("sfSoundBuffer_GetSamples");
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sfSoundBuffer_GetSamplesCount = cast(pf_sfSoundBuffer_GetSamplesCount)dll.getSymbol("sfSoundBuffer_GetSamplesCount");
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sfSoundBuffer_GetSampleRate = cast(pf_sfSoundBuffer_GetSampleRate)dll.getSymbol("sfSoundBuffer_GetSampleRate");
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sfSoundBuffer_GetChannelsCount = cast(pf_sfSoundBuffer_GetChannelsCount)dll.getSymbol("sfSoundBuffer_GetChannelsCount");
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sfSoundBuffer_GetDuration = cast(pf_sfSoundBuffer_GetDuration)dll.getSymbol("sfSoundBuffer_GetDuration");
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mixin(loadFromSharedLib2("csfml-audio", "sfSoundBuffer",
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"CreateFromFile", "CreateFromMemory", "CreateFromSamples", "Destroy", "SaveToFile", "GetSamples", "GetSamplesCount",
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"GetSampleRate", "GetChannelsCount", "GetDuration"));
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}
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}
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/**
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* 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
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* it freely, 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
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* 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
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* source distribution.
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*/
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module dsfml.audio.soundsource;
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import dsfml.system.vector3;
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import dsfml.system.common;
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/// the sound's current status
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enum SoundStatus
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{
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Stopped, /// Sound is not playing
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@ -14,17 +38,16 @@ enum SoundStatus
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}
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/// base class
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package class SoundSource(alias symbol) : DSFMLObject
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package class SoundSource(alias derivedClassName) : DSFMLObject
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{
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private:
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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 ot be called by derived classes only.
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///
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////////////////////////////////////////////////////////////
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/**
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* Default constructor
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*
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* This constructor is meant ot be called by derived classes only.
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*
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*/
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this()
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{
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super(sfSoundSource_Create());
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@ -35,49 +58,80 @@ protected :
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super(ptr);
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}
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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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SoundStatus getStatus()
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override void dispose()
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{
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sfSoundSource_Destroy(m_ptr);
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}
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public:
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/**
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* 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 spatialized.
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* The default position of a sound is (0, 0, 0).
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*
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* Params:
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* x = X coordinate of the position of the sound in the scene
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* y = Y coordinate of the position of the sound in the scene
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* z = Z coordinate of the position of the sound in the scene
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*/
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void setPosition(float x, float y, float z)
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{
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sfSoundSource_SetPosition(m_ptr, x, y, z);
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}
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@property
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{
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/**
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* Get the current status of the sound (stopped, paused, playing)
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*
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* Returns:
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* current status of the sound
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*/
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SoundStatus status()
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{
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return sfSoundSource_GetStatus(m_ptr);
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}
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public:
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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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* 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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* Params:
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* pitch = New pitch to apply to the sound
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*/
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void pitch(float pitch)
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{
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sfSoundSource_SetPitch(m_ptr, pitch);
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}
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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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* Get the pitch of the sound
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*
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* Returns:
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* pitch of the sound
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*/
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float pitch()
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{
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return sfSoundSource_GetPitch(m_ptr);
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}
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/**
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* 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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* Params:
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* volume = volume of the sound
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*/
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void volume(float volume)
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in
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{
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assert(volume >= 0 && volume <= 100);
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@ -87,137 +141,38 @@ public:
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sfSoundSource_SetVolume(m_ptr, volume);
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}
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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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sfSoundSource_SetPosition(m_ptr, x, y, z);
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}
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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(Vector3f position)
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{
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sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
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}
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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 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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sfSoundSource_SetRelativeToListener(m_ptr, relative);
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}
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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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sfSoundSource_SetMinDistance(m_ptr, distance);
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}
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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
|
||||
/// 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()
|
||||
/**
|
||||
* Get the volume of the sound
|
||||
*
|
||||
* Returns:
|
||||
* Volume of the sound, in the range [0, 100]
|
||||
*/
|
||||
float volume()
|
||||
{
|
||||
return sfSoundSource_GetVolume(m_ptr);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the 3D position of the sound in the audio scene
|
||||
///
|
||||
/// \return Position of the sound
|
||||
///
|
||||
/// \see SetPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
/**
|
||||
* 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:
|
||||
* 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 ret;
|
||||
@ -225,51 +180,108 @@ public:
|
||||
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()
|
||||
/**
|
||||
* 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).
|
||||
*
|
||||
* 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);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the minimum distance of the sound
|
||||
///
|
||||
/// \return Minimum distance of the sound
|
||||
///
|
||||
/// \see SetMinDistance, GetAttenuation
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
float getMinDistance()
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* 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);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the attenuation factor of the sound
|
||||
///
|
||||
/// \return Attenuation factor of the sound
|
||||
///
|
||||
/// \see SetAttenuation, GetMinDistance
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
float getAttenuation()
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* 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);
|
||||
}
|
||||
|
||||
override void dispose()
|
||||
{
|
||||
sfSoundSource_Destroy(m_ptr);
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
|
||||
static extern(C)
|
||||
@ -293,27 +305,7 @@ private:
|
||||
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));
|
||||
}
|
||||
mixin(loadDerivedFromSharedLib("csfml-audio", "sfSoundSource", derivedClassName,
|
||||
"Create", "Destroy", "GetStatus", "GetPitch", "SetPitch", "GetVolume", "SetVolume", "GetPosition", "SetPosition",
|
||||
"GetMinDistance", "SetMinDistance", "GetAttenuation", "SetAttenuation", "SetRelativeToListener", "IsRelativeToListener"));
|
||||
}
|
@ -85,7 +85,7 @@ abstract class SoundStream : SoundSource!("sfSoundStream")
|
||||
m_flag = true;
|
||||
sfSoundStream_Play(m_ptr);
|
||||
|
||||
if (getStatus() != SoundStatus.Paused)
|
||||
if (status != SoundStatus.Paused)
|
||||
{
|
||||
m_t = new Thread(&threadPoll);
|
||||
m_t.start();
|
||||
|
@ -47,7 +47,7 @@ string loadFromSharedLib(string fname)
|
||||
}
|
||||
|
||||
//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()
|
||||
{
|
||||
@ -60,14 +60,27 @@ string loadFromSharedLib2(S...)(string lib, string object, S 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";
|
||||
}
|
||||
|
||||
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";
|
||||
}
|
||||
|
||||
/**
|
||||
|
Loading…
Reference in New Issue
Block a user