Improved the API documentation in the audio module

Removed the bufferSize parameter from sf::Music constructor

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1252 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-10-29 16:05:22 +00:00
parent 33f54ad6cd
commit 3c0d42fdd0
6 changed files with 249 additions and 167 deletions

View File

@ -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
///
////////////////////////////////////////////////////////////

View File

@ -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<SoundBuffer>
{
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
///
////////////////////////////////////////////////////////////

View File

@ -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
///
////////////////////////////////////////////////////////////

View File

@ -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<float>(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<float>(myFile->GetSamplesCount()) / myFile->GetSampleRate();
myDuration = static_cast<float>(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)
{

View File

@ -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)
{

View File

@ -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<SoundBuffer>(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)
{