diff --git a/include/SFML/Audio/Music.hpp b/include/SFML/Audio/Music.hpp index 81b997b2..d0cb64ce 100644 --- a/include/SFML/Audio/Music.hpp +++ b/include/SFML/Audio/Music.hpp @@ -42,51 +42,64 @@ namespace priv } //////////////////////////////////////////////////////////// -/// Music defines a big sound played using streaming, -/// so usually what we call a music :) +/// \brief Streamed music played from an audio file +/// //////////////////////////////////////////////////////////// class SFML_API Music : public SoundStream { public : //////////////////////////////////////////////////////////// - /// Construct the music with a buffer size - /// - /// \param bufferSize : Size of the internal buffer, expressed in number of samples - /// (ie. size taken by the music in memory) + /// \brief Default constructor /// //////////////////////////////////////////////////////////// - Music(std::size_t bufferSize = 44100); + Music(); //////////////////////////////////////////////////////////// - /// Destructor + /// \brief Destructor /// //////////////////////////////////////////////////////////// ~Music(); //////////////////////////////////////////////////////////// - /// Open a music file (doesn't play it -- call Play() for that) + /// \brief Open a music from an audio file /// - /// \param filename : Path of the music file to open + /// This function doesn't start playing the music (call Play() + /// to do so). + /// Here is a complete list of all the supported audio formats: + /// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, + /// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. /// - /// \return True if loading has been successful + /// \param filename Path of the music file to open + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see OpenFromMemory /// //////////////////////////////////////////////////////////// bool OpenFromFile(const std::string& filename); //////////////////////////////////////////////////////////// - /// Open a music file from memory (doesn't play it -- call Play() for that) + /// \brief Open a music from an audio file in memory /// - /// \param data : Pointer to the file data in memory - /// \param sizeInBytes : Size of the data to load, in bytes + /// This function doesn't start playing the music (call Play() + /// to do so). + /// Here is a complete list of all the supported audio formats: + /// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, + /// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. /// - /// \return True if loading has been successful + /// \param data Pointer to the file data in memory + /// \param sizeInBytes Size of the data to load, in bytes + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see OpenFromFile /// //////////////////////////////////////////////////////////// bool OpenFromMemory(const char* data, std::size_t sizeInBytes); //////////////////////////////////////////////////////////// - /// Get the music duration + /// \brief Get the total duration of the music /// /// \return Music duration, in seconds /// @@ -96,13 +109,22 @@ public : private : //////////////////////////////////////////////////////////// - /// /see SoundStream::OnGetData + /// \brief Request a new chunk of audio samples from the stream source + /// + /// This function fills the chunk from the next samples + /// to read from the audio file. + /// + /// \param data Chunk of data to fill + /// + /// \return True to continue playback, false to stop /// //////////////////////////////////////////////////////////// virtual bool OnGetData(Chunk& data); //////////////////////////////////////////////////////////// - /// /see SoundStream::OnSeek + /// \brief Change the current playing position in the stream source + /// + /// \param timeOffset New playing position, in seconds /// //////////////////////////////////////////////////////////// virtual void OnSeek(float timeOffset); @@ -120,3 +142,48 @@ private : #endif // SFML_MUSIC_HPP + + +//////////////////////////////////////////////////////////// +/// \class sf::Music +/// +/// Musics are sounds that are streamed rather than completely +/// loaded in memory. This is especially useful for compressed +/// musics that usually take hundreds of MB when they are +/// uncompressed: by streaming it instead of loading it entirely, +/// you avoid saturating the memory and have almost no loading delay. +/// +/// Apart from that, a sf::Music has almost the same features as +/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop +/// it, request its parameters (channels, sample rate), change +/// the way it is played (pitch, volume, 3D position, ...), etc. +/// +/// As a sound stream, a music is played in its own thread in order +/// not to block the rest of the program. This means that you can +/// leave the music alone after calling Play(), it will manage itself +/// very well. +/// +/// Usage example: +/// \code +/// // Declare a new music +/// sf::Music music; +/// +/// // Open it from an audio file +/// if (!music.OpenFromFile("music.ogg")) +/// { +/// // error... +/// } +/// +/// // Change some parameters +/// music.SetPosition(0, 1, 10); // change its 3D position +/// music.SetPitch(2); // increase the pitch +/// music.SetVolume(50); // reduce the volume +/// music.SetLoop(true); // make it loop +/// +/// // Play it +/// music.Play(); +/// \endcode +/// +/// \see sf::Sound, sf::SoundStream +/// +//////////////////////////////////////////////////////////// diff --git a/include/SFML/Audio/SoundBuffer.hpp b/include/SFML/Audio/SoundBuffer.hpp index 7b32a669..86318671 100644 --- a/include/SFML/Audio/SoundBuffer.hpp +++ b/include/SFML/Audio/SoundBuffer.hpp @@ -37,139 +37,185 @@ namespace sf { //////////////////////////////////////////////////////////// -/// SoundBuffer is the low-level for loading and manipulating -/// sound buffers +/// \brief Storage for audio samples defining a sound +/// //////////////////////////////////////////////////////////// class SFML_API SoundBuffer : public Resource { public : //////////////////////////////////////////////////////////// - /// Default constructor + /// \brief Default constructor /// //////////////////////////////////////////////////////////// SoundBuffer(); //////////////////////////////////////////////////////////// - /// Copy constructor + /// \brief Copy constructor /// - /// \param copy : Instance to copy + /// \param copy Instance to copy /// //////////////////////////////////////////////////////////// SoundBuffer(const SoundBuffer& copy); //////////////////////////////////////////////////////////// - /// Destructor + /// \brief Destructor /// //////////////////////////////////////////////////////////// ~SoundBuffer(); //////////////////////////////////////////////////////////// - /// Load the sound buffer from a file + /// \brief Load the sound buffer from a file /// - /// \param filename : Path of the sound file to load + /// Here is a complete list of all the supported audio formats: + /// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, + /// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. /// - /// \return True if loading has been successful + /// \param filename Path of the sound file to load + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see LoadFromMemory, LoadFromSamples, SaveToFile /// //////////////////////////////////////////////////////////// bool LoadFromFile(const std::string& filename); //////////////////////////////////////////////////////////// - /// Load the sound buffer from a file in memory + /// \brief Load the sound buffer from a file in memory /// - /// \param data : Pointer to the file data in memory - /// \param sizeInBytes : Size of the data to load, in bytes + /// Here is a complete list of all the supported audio formats: + /// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, + /// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. /// - /// \return True if loading has been successful + /// \param data Pointer to the file data in memory + /// \param sizeInBytes Size of the data to load, in bytes + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see LoadFromFile, LoadFromSamples, SaveToFile /// //////////////////////////////////////////////////////////// bool LoadFromMemory(const char* data, std::size_t sizeInBytes); //////////////////////////////////////////////////////////// - /// Load the sound buffer from an array of samples - assumed format for - /// samples is 16 bits signed integer + /// \brief Load the sound buffer from an array of audio samples /// - /// \param samples : Pointer to the samples in memory - /// \param samplesCount : Number of samples pointed by Samples - /// \param channelsCount : Number of channels (1 = mono, 2 = stereo, ...) - /// \param sampleRate : Frequency (number of samples to play per second) + /// The assumed format of the audio samples is 16 bits signed integer + /// (sf::Int16). /// - /// \return True if loading has been successful + /// \param samples Pointer to the array of samples in memory + /// \param samplesCount Number of samples in the array + /// \param channelsCount Number of channels (1 = mono, 2 = stereo, ...) + /// \param sampleRate Sample rate (number of samples to play per second) + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see LoadFromFile, LoadFromMemory, SaveToFile /// //////////////////////////////////////////////////////////// bool LoadFromSamples(const Int16* samples, std::size_t samplesCount, unsigned int channelsCount, unsigned int sampleRate); //////////////////////////////////////////////////////////// - /// Save the sound buffer to a file + /// \brief Save the sound buffer to an audio file /// - /// \param filename : Path of the sound file to write + /// Here is a complete list of all the supported audio formats: + /// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, + /// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. /// - /// \return True if saving has been successful + /// \param filename Path of the sound file to write + /// + /// \return True if saving succeeded, false if it failed + /// + /// \see LoadFromFile, LoadFromMemory, LoadFromSamples /// //////////////////////////////////////////////////////////// bool SaveToFile(const std::string& filename) const; //////////////////////////////////////////////////////////// - /// Return the sound samples + /// \brief Get the array of audio samples stored in the buffer /// - /// \return Pointer to the array of sound samples, in 16 bits signed integer format + /// The format of the returned samples is 16 bits signed integer + /// (sf::Int16). The total number of samples in this array + /// is given by the GetSamplesCount() function. + /// + /// \return Read-only pointer to the array of sound samples + /// + /// \see GetSamplesCount /// //////////////////////////////////////////////////////////// const Int16* GetSamples() const; //////////////////////////////////////////////////////////// - /// Return the samples count + /// \brief Get the number of samples stored in the buffer + /// + /// The array of samples can be accessed with the GetSamples() + /// function. /// /// \return Number of samples /// + /// \see GetSamples + /// //////////////////////////////////////////////////////////// std::size_t GetSamplesCount() const; //////////////////////////////////////////////////////////// - /// Get the sample rate + /// \brief Get the sample rate of the sound /// - /// \return Sound frequency (number of samples per second) + /// The sample rate is the number of samples played per second. + /// The higher, the better the quality (for example, 44100 + /// samples/s is CD quality). + /// + /// \return Sample rate (number of samples per second) + /// + /// \see GetChannelsCount, GetDuration /// //////////////////////////////////////////////////////////// unsigned int GetSampleRate() const; //////////////////////////////////////////////////////////// - /// Return the number of channels (1 = mono, 2 = stereo, ...) + /// \brief Get the number of channels used by the sound + /// + /// If the sound is mono then the number ofchannels will + /// be 1, 2 for stereo, etc. /// /// \return Number of channels /// + /// \see GetSampleRate, GetDuration + /// //////////////////////////////////////////////////////////// unsigned int GetChannelsCount() const; //////////////////////////////////////////////////////////// - /// Get the sound duration + /// \brief Get the total duration of the sound /// /// \return Sound duration, in seconds /// + /// \see GetSampleRate, GetChannelsCount + /// //////////////////////////////////////////////////////////// float GetDuration() const; //////////////////////////////////////////////////////////// - /// Assignment operator + /// \brief Overload of assignment operator /// - /// \param other : Instance to assign + /// \param right Instance to assign /// - /// \return Reference to the sound buffer + /// \return Reference to self /// //////////////////////////////////////////////////////////// - SoundBuffer& operator =(const SoundBuffer& other); + SoundBuffer& operator =(const SoundBuffer& right); private : friend class Sound; //////////////////////////////////////////////////////////// - /// Update the internal buffer with the audio samples + /// \brief Update the internal buffer with the cached audio samples /// - /// \param channelsCount : Number of channels - /// \param sampleRate : Sample rate + /// \param channelsCount Number of channels + /// \param sampleRate Sample rate (number of samples per second) /// - /// \return True on success + /// \return True on success, false if any error happened /// //////////////////////////////////////////////////////////// bool Update(unsigned int channelsCount, unsigned int sampleRate); @@ -186,3 +232,70 @@ private : #endif // SFML_SOUNDBUFFER_HPP + + +//////////////////////////////////////////////////////////// +/// \class sf::SoundBuffer +/// +/// A sound buffer holds the data of a sound, which is +/// an array of audio samples. A sample is a 16 bits signed integer +/// that defines the amplitude of the sound at a given time. +/// The sound is then restituted by playing these samples at +/// a high rate (for example, 44100 samples per second is the +/// standard rate used for playing CDs). In short, audio samples +/// are like image pixels, and a sf::SoundBuffer is similar to +/// a sf::Image. +/// +/// A sound buffer can be loaded from a file (see LoadFromFile() +/// for the complete list of supported formats), from memory +/// or directly from an array of samples. It can also be saved +/// back to a file. +/// +/// Sound buffers alone are not very useful: they hold the audio data +/// but cannot be played. To do so, you need to use the sf::Sound class, +/// which provides functions to play/pause/stop the sound as well as +/// changing the way it is outputted (volume, pitch, 3D position, ...). +/// This separation allows more flexibility and better performances: +/// indeed a sf::SoundBuffer is a heavy resource, and any operation on it +/// is slow (often too slow for real-time applications). On the other +/// side, a sf::Sound is a lightweight object, which can use the audio data +/// of a sound buffer and change the way it is played without actually +/// modifying that data. Note that it is also possible to bind +/// several sf::Sound instances to the same sf::SoundBuffer. +/// +/// It is important to note that the sf::Sound instance doesn't +/// copy the buffer that it uses, it only keeps a reference to it. +/// Thus, a sf::SoundBuffer must not be destructed while it is +/// used by a sf::Sound (i.e. never write a function that +/// uses a local sf::SoundBuffer instance for loading a sound). +/// +/// Usage example: +/// \code +/// // Declare a new sound buffer +/// sf::SoundBuffer buffer; +/// +/// // Load it from a file +/// if (!buffer.LoadFromFile("sound.wav")) +/// { +/// // error... +/// } +/// +/// // Create a sound source and bind it to the buffer +/// sf::Sound sound1; +/// sound1.SetBuffer(buffer); +/// +/// // Play the sound +/// sound1.Play(); +/// +/// // Create another sound source bound to the same buffer +/// sf::Sound sound2; +/// sound2.SetBuffer(buffer); +/// +/// // Play it with a higher pitch -- the first sound remains unchanged +/// sound2.SetPitch(2); +/// sound2.Play(); +/// \endcode +/// +/// \see sf::Sound, sf::SoundBufferRecorder +/// +//////////////////////////////////////////////////////////// diff --git a/include/SFML/System/Thread.hpp b/include/SFML/System/Thread.hpp index 488dbd13..2e224826 100644 --- a/include/SFML/System/Thread.hpp +++ b/include/SFML/System/Thread.hpp @@ -42,12 +42,13 @@ namespace priv //////////////////////////////////////////////////////////// /// \brief Utility class to manipulate threads +/// //////////////////////////////////////////////////////////// class SFML_API Thread : NonCopyable { public : - typedef void (*FuncType)(void*); ///< Type of functions that can be used as thread entry points + typedef void (*FuncType)(void*); // Type of functions that can be used as thread entry points //////////////////////////////////////////////////////////// /// \brief Construct the thread from a function pointer @@ -194,4 +195,6 @@ private : /// from multiple threads at the same time. To prevent this /// kind of situations, you can use mutexes (see sf::Mutex). /// +/// \see sf::Mutex +/// //////////////////////////////////////////////////////////// diff --git a/src/SFML/Audio/Music.cpp b/src/SFML/Audio/Music.cpp index 87f7afe4..ca8f7f9b 100644 --- a/src/SFML/Audio/Music.cpp +++ b/src/SFML/Audio/Music.cpp @@ -36,19 +36,14 @@ namespace sf { //////////////////////////////////////////////////////////// -/// Construct the music with a buffer size -//////////////////////////////////////////////////////////// -Music::Music(std::size_t bufferSize) : +Music::Music() : myFile (new priv::SoundFile), -myDuration(0.f), -mySamples (bufferSize) +myDuration(0.f) { } -//////////////////////////////////////////////////////////// -/// Destructor //////////////////////////////////////////////////////////// Music::~Music() { @@ -59,8 +54,6 @@ Music::~Music() } -//////////////////////////////////////////////////////////// -/// Open a music file (doesn't play it -- call Play() for that) //////////////////////////////////////////////////////////// bool Music::OpenFromFile(const std::string& filename) { @@ -77,6 +70,9 @@ bool Music::OpenFromFile(const std::string& filename) // Compute the duration myDuration = static_cast(myFile->GetSamplesCount()) / myFile->GetSampleRate() / myFile->GetChannelsCount(); + // Resize the internal buffer so that it can contain 1 second of audio samples + mySamples.resize(myFile->GetSampleRate()); + // Initialize the stream Initialize(myFile->GetChannelsCount(), myFile->GetSampleRate()); @@ -84,8 +80,6 @@ bool Music::OpenFromFile(const std::string& filename) } -//////////////////////////////////////////////////////////// -/// Open a music file from memory (doesn't play it -- call Play() for that) //////////////////////////////////////////////////////////// bool Music::OpenFromMemory(const char* data, std::size_t sizeInBytes) { @@ -100,7 +94,10 @@ bool Music::OpenFromMemory(const char* data, std::size_t sizeInBytes) } // Compute the duration - myDuration = static_cast(myFile->GetSamplesCount()) / myFile->GetSampleRate(); + myDuration = static_cast(myFile->GetSamplesCount()) / myFile->GetSampleRate() / myFile->GetChannelsCount(); + + // Resize the internal buffer so that it can contain 1 second of audio samples + mySamples.resize(myFile->GetSampleRate()); // Initialize the stream Initialize(myFile->GetChannelsCount(), myFile->GetSampleRate()); @@ -109,8 +106,6 @@ bool Music::OpenFromMemory(const char* data, std::size_t sizeInBytes) } -//////////////////////////////////////////////////////////// -/// Get the sound duration //////////////////////////////////////////////////////////// float Music::GetDuration() const { @@ -118,8 +113,6 @@ float Music::GetDuration() const } -//////////////////////////////////////////////////////////// -/// /see SoundStream::OnGetData //////////////////////////////////////////////////////////// bool Music::OnGetData(SoundStream::Chunk& data) { diff --git a/src/SFML/Audio/Sound.cpp b/src/SFML/Audio/Sound.cpp index 9071b943..91b8594d 100644 --- a/src/SFML/Audio/Sound.cpp +++ b/src/SFML/Audio/Sound.cpp @@ -33,8 +33,6 @@ namespace sf { //////////////////////////////////////////////////////////// -/// Default constructor -//////////////////////////////////////////////////////////// Sound::Sound() { ALCheck(alGenSources(1, &mySource)); @@ -42,8 +40,6 @@ Sound::Sound() } -//////////////////////////////////////////////////////////// -/// Construct the sound from its parameters //////////////////////////////////////////////////////////// Sound::Sound(const SoundBuffer& buffer, bool loop, float pitch, float volume, const Vector3f& position) : myBuffer(NULL) @@ -58,8 +54,6 @@ myBuffer(NULL) } -//////////////////////////////////////////////////////////// -/// Copy constructor //////////////////////////////////////////////////////////// Sound::Sound(const Sound& copy) : myBuffer(NULL) @@ -78,8 +72,6 @@ myBuffer(NULL) } -//////////////////////////////////////////////////////////// -/// Destructor //////////////////////////////////////////////////////////// Sound::~Sound() { @@ -95,8 +87,6 @@ Sound::~Sound() } -//////////////////////////////////////////////////////////// -/// Play the sound //////////////////////////////////////////////////////////// void Sound::Play() { @@ -104,8 +94,6 @@ void Sound::Play() } -//////////////////////////////////////////////////////////// -/// Pause the sound //////////////////////////////////////////////////////////// void Sound::Pause() { @@ -113,8 +101,6 @@ void Sound::Pause() } -//////////////////////////////////////////////////////////// -/// Stop the sound //////////////////////////////////////////////////////////// void Sound::Stop() { @@ -122,8 +108,6 @@ void Sound::Stop() } -//////////////////////////////////////////////////////////// -/// Set the source buffer //////////////////////////////////////////////////////////// void Sound::SetBuffer(const SoundBuffer& buffer) { @@ -132,8 +116,6 @@ void Sound::SetBuffer(const SoundBuffer& buffer) } -//////////////////////////////////////////////////////////// -/// Set the sound loop state //////////////////////////////////////////////////////////// void Sound::SetLoop(bool Loop) { @@ -141,8 +123,6 @@ void Sound::SetLoop(bool Loop) } -//////////////////////////////////////////////////////////// -/// Set the sound pitch //////////////////////////////////////////////////////////// void Sound::SetPitch(float pitch) { @@ -150,17 +130,12 @@ void Sound::SetPitch(float pitch) } -//////////////////////////////////////////////////////////// -/// Set the sound volume //////////////////////////////////////////////////////////// void Sound::SetVolume(float volume) { ALCheck(alSourcef(mySource, AL_GAIN, volume * 0.01f)); } -//////////////////////////////////////////////////////////// -/// Set the sound position (take 3 values). -/// The default position is (0, 0, 0) //////////////////////////////////////////////////////////// void Sound::SetPosition(float x, float y, float z) { @@ -168,9 +143,6 @@ void Sound::SetPosition(float x, float y, float z) } -//////////////////////////////////////////////////////////// -/// Set the sound position (take a 3D vector). -/// The default position is (0, 0, 0) //////////////////////////////////////////////////////////// void Sound::SetPosition(const Vector3f& position) { @@ -178,10 +150,6 @@ void Sound::SetPosition(const Vector3f& position) } -//////////////////////////////////////////////////////////// -/// Make the sound's position relative to the listener's -/// position, or absolute. -/// The default value is false (absolute) //////////////////////////////////////////////////////////// void Sound::SetRelativeToListener(bool relative) { @@ -189,10 +157,6 @@ void Sound::SetRelativeToListener(bool relative) } -//////////////////////////////////////////////////////////// -/// Set the minimum distance - closer than this distance, -/// the listener will hear the sound at its maximum volume. -/// The default minimum distance is 1.0 //////////////////////////////////////////////////////////// void Sound::SetMinDistance(float distance) { @@ -200,10 +164,6 @@ void Sound::SetMinDistance(float distance) } -//////////////////////////////////////////////////////////// -/// Set the attenuation factor - the higher the attenuation, the -/// more the sound will be attenuated with distance from listener. -/// The default attenuation factor 1.0 //////////////////////////////////////////////////////////// void Sound::SetAttenuation(float attenuation) { @@ -211,8 +171,6 @@ void Sound::SetAttenuation(float attenuation) } -//////////////////////////////////////////////////////////// -/// Set the current playing position of the sound //////////////////////////////////////////////////////////// void Sound::SetPlayingOffset(float timeOffset) { @@ -220,8 +178,6 @@ void Sound::SetPlayingOffset(float timeOffset) } -//////////////////////////////////////////////////////////// -/// Get the source buffer //////////////////////////////////////////////////////////// const SoundBuffer* Sound::GetBuffer() const { @@ -229,8 +185,6 @@ const SoundBuffer* Sound::GetBuffer() const } -//////////////////////////////////////////////////////////// -/// Tell whether or not the sound is looping //////////////////////////////////////////////////////////// bool Sound::GetLoop() const { @@ -241,8 +195,6 @@ bool Sound::GetLoop() const } -//////////////////////////////////////////////////////////// -/// Get the pitch //////////////////////////////////////////////////////////// float Sound::GetPitch() const { @@ -253,8 +205,6 @@ float Sound::GetPitch() const } -//////////////////////////////////////////////////////////// -/// Get the volume //////////////////////////////////////////////////////////// float Sound::GetVolume() const { @@ -265,8 +215,6 @@ float Sound::GetVolume() const } -//////////////////////////////////////////////////////////// -/// Get the sound position //////////////////////////////////////////////////////////// Vector3f Sound::GetPosition() const { @@ -277,9 +225,6 @@ Vector3f Sound::GetPosition() const } -//////////////////////////////////////////////////////////// -/// Tell if the sound's position is relative to the listener's -/// position, or if it's absolute //////////////////////////////////////////////////////////// bool Sound::IsRelativeToListener() const { @@ -290,8 +235,6 @@ bool Sound::IsRelativeToListener() const } -//////////////////////////////////////////////////////////// -/// Get the minimum distance //////////////////////////////////////////////////////////// float Sound::GetMinDistance() const { @@ -302,8 +245,6 @@ float Sound::GetMinDistance() const } -//////////////////////////////////////////////////////////// -/// Get the attenuation factor //////////////////////////////////////////////////////////// float Sound::GetAttenuation() const { @@ -314,8 +255,6 @@ float Sound::GetAttenuation() const } -//////////////////////////////////////////////////////////// -/// Get the current playing position of the sound //////////////////////////////////////////////////////////// float Sound::GetPlayingOffset() const { @@ -326,8 +265,6 @@ float Sound::GetPlayingOffset() const } -//////////////////////////////////////////////////////////// -/// Get the status of the sound (stopped, paused, playing) //////////////////////////////////////////////////////////// Sound::Status Sound::GetStatus() const { @@ -346,8 +283,6 @@ Sound::Status Sound::GetStatus() const } -//////////////////////////////////////////////////////////// -/// Assignment operator //////////////////////////////////////////////////////////// Sound& Sound::operator =(const Sound& other) { diff --git a/src/SFML/Audio/SoundBuffer.cpp b/src/SFML/Audio/SoundBuffer.cpp index ce9b14d9..1db65f7f 100644 --- a/src/SFML/Audio/SoundBuffer.cpp +++ b/src/SFML/Audio/SoundBuffer.cpp @@ -36,8 +36,6 @@ namespace sf { //////////////////////////////////////////////////////////// -/// Default constructor -//////////////////////////////////////////////////////////// SoundBuffer::SoundBuffer() : myBuffer (0), myDuration(0.f) @@ -47,8 +45,6 @@ myDuration(0.f) } -//////////////////////////////////////////////////////////// -/// Copy constructor //////////////////////////////////////////////////////////// SoundBuffer::SoundBuffer(const SoundBuffer& copy) : Resource(copy), @@ -64,8 +60,6 @@ myDuration (copy.myDuration) } -//////////////////////////////////////////////////////////// -/// Destructor //////////////////////////////////////////////////////////// SoundBuffer::~SoundBuffer() { @@ -74,8 +68,6 @@ SoundBuffer::~SoundBuffer() } -//////////////////////////////////////////////////////////// -/// Load the sound buffer from a file //////////////////////////////////////////////////////////// bool SoundBuffer::LoadFromFile(const std::string& filename) { @@ -107,8 +99,6 @@ bool SoundBuffer::LoadFromFile(const std::string& filename) } -//////////////////////////////////////////////////////////// -/// Load the sound buffer from a file in memory //////////////////////////////////////////////////////////// bool SoundBuffer::LoadFromMemory(const char* data, std::size_t sizeInBytes) { @@ -140,9 +130,6 @@ bool SoundBuffer::LoadFromMemory(const char* data, std::size_t sizeInBytes) } -//////////////////////////////////////////////////////////// -/// Load the sound buffer from an array of samples - assumed format for -/// samples is 16 bits signed integer //////////////////////////////////////////////////////////// bool SoundBuffer::LoadFromSamples(const Int16* samples, std::size_t samplesCount, unsigned int channelsCount, unsigned int sampleRate) { @@ -169,8 +156,6 @@ bool SoundBuffer::LoadFromSamples(const Int16* samples, std::size_t samplesCount } -//////////////////////////////////////////////////////////// -/// Save the sound buffer to a file //////////////////////////////////////////////////////////// bool SoundBuffer::SaveToFile(const std::string& filename) const { @@ -190,8 +175,6 @@ bool SoundBuffer::SaveToFile(const std::string& filename) const } -//////////////////////////////////////////////////////////// -/// Return the sound samples //////////////////////////////////////////////////////////// const Int16* SoundBuffer::GetSamples() const { @@ -199,8 +182,6 @@ const Int16* SoundBuffer::GetSamples() const } -//////////////////////////////////////////////////////////// -/// Return the samples count //////////////////////////////////////////////////////////// std::size_t SoundBuffer::GetSamplesCount() const { @@ -208,8 +189,6 @@ std::size_t SoundBuffer::GetSamplesCount() const } -//////////////////////////////////////////////////////////// -/// Get the sample rate //////////////////////////////////////////////////////////// unsigned int SoundBuffer::GetSampleRate() const { @@ -220,8 +199,6 @@ unsigned int SoundBuffer::GetSampleRate() const } -//////////////////////////////////////////////////////////// -/// Return the number of channels (1 = mono, 2 = stereo, ...) //////////////////////////////////////////////////////////// unsigned int SoundBuffer::GetChannelsCount() const { @@ -232,8 +209,6 @@ unsigned int SoundBuffer::GetChannelsCount() const } -//////////////////////////////////////////////////////////// -/// Get the sound duration //////////////////////////////////////////////////////////// float SoundBuffer::GetDuration() const { @@ -241,8 +216,6 @@ float SoundBuffer::GetDuration() const } -//////////////////////////////////////////////////////////// -/// Assignment operator //////////////////////////////////////////////////////////// SoundBuffer& SoundBuffer::operator =(const SoundBuffer& other) { @@ -256,8 +229,6 @@ SoundBuffer& SoundBuffer::operator =(const SoundBuffer& other) } -//////////////////////////////////////////////////////////// -/// Update the internal buffer with the audio samples //////////////////////////////////////////////////////////// bool SoundBuffer::Update(unsigned int channelsCount, unsigned int sampleRate) {