/* * DSFML - SFML Library wrapper for the D programming language. * Copyright (C) 2010 Andreas Hollandt * * This software is provided 'as-is', without any express or * implied warranty. In no event will the authors be held * liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute * it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; * you must not claim that you wrote the original software. * If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but * is not required. * * 2. Altered source versions must be plainly marked as such, * and must not be misrepresented as being the original software. * * 3. This notice may not be removed or altered from any * source distribution. */ module dsfml.audio.soundsource; import dsfml.system.vector; import dsfml.system.common; /// the sound's current status enum SoundStatus { Stopped, /// Sound is not playing Paused, /// Sound is paused Playing /// Sound is playing } /// base class package class SoundSource(alias derivedClassName) : DSFMLObject { protected: /** * Default constructor * * This constructor is meant ot be called by derived classes only. * */ this() { super(sfSoundSource_Create()); } this(SFMLClass ptr) { super(ptr); } override void dispose() { sfSoundSource_Destroy(m_ptr); } public: /** * Set the 3D position of the sound in the audio scene * * Only sounds with one channel (mono sounds) can be spatialized. * The default position of a sound is (0, 0, 0). * * Params: * x = X coordinate of the position of the sound in the scene * y = Y coordinate of the position of the sound in the scene * z = Z coordinate of the position of the sound in the scene */ void setPosition(float x, float y, float z) { sfSoundSource_SetPosition(m_ptr, x, y, z); } @property { /** * Get the current status of the sound (stopped, paused, playing) * * Returns: * current status of the sound */ SoundStatus status() { return sfSoundSource_GetStatus(m_ptr); } /** * Set the pitch of the sound * * The pitch represents the perceived fundamental frequency * of a sound; thus you can make a sound more acute or grave * by changing its pitch. A side effect of changing the pitch * is to modify the playing speed of the sound as well. * The default value for the pitch is 1. * * Params: * pitch = New pitch to apply to the sound */ void pitch(float pitch) { sfSoundSource_SetPitch(m_ptr, pitch); } /** * Get the pitch of the sound * * Returns: * pitch of the sound */ float pitch() { return sfSoundSource_GetPitch(m_ptr); } /** * Set the volume of the sound * * The volume is a value between 0 (mute) and 100 (full volume). * The default value for the volume is 100. * * Params: * volume = volume of the sound */ void volume(float volume) in { assert(volume >= 0 && volume <= 100); } body { sfSoundSource_SetVolume(m_ptr, volume); } /** * Get the volume of the sound * * Returns: * Volume of the sound, in the range [0, 100] */ float volume() { return sfSoundSource_GetVolume(m_ptr); } /** * 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 position() { Vector3f ret; sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z); return ret; } /** * 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); } /** * 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); } /** * 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); } } // of @property private: static extern(C) { SFMLClass function() sfSoundSource_Create; void function(SFMLClass) sfSoundSource_Destroy; SoundStatus function(SFMLClass) sfSoundSource_GetStatus; void function(SFMLClass, float) sfSoundSource_SetPitch; void function(SFMLClass, float) sfSoundSource_SetVolume; void function(SFMLClass, float, float, float) sfSoundSource_SetPosition; float function(SFMLClass) sfSoundSource_GetPitch; float function(SFMLClass) sfSoundSource_GetVolume; void function(SFMLClass, float*, float*, float*) sfSoundSource_GetPosition; float function(SFMLClass) sfSoundSource_GetMinDistance; float function(SFMLClass) sfSoundSource_GetAttenuation; void function(SFMLClass, float) sfSoundSource_SetMinDistance; void function(SFMLClass, float) sfSoundSource_SetAttenuation; void function(SFMLClass, bool) sfSoundSource_SetRelativeToListener; bool function(SFMLClass) sfSoundSource_IsRelativeToListener; } mixin(loadDerivedFromSharedLib("csfml-audio", "sfSoundSource", derivedClassName, "Create", "Destroy", "GetStatus", "GetPitch", "SetPitch", "GetVolume", "SetVolume", "GetPosition", "SetPosition", "GetMinDistance", "SetMinDistance", "GetAttenuation", "SetAttenuation", "SetRelativeToListener", "IsRelativeToListener")); }