/** * */ module dsfml.audio.soundsource; import dsfml.system.vector3; import dsfml.system.common; enum SoundStatus { Stopped, /// Sound is not playing Paused, /// Sound is paused Playing /// Sound is playing } /// base class package class SoundSource(alias symbol) : DSFMLObject { private: protected : //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// This constructor is meant ot be called by derived classes only. /// //////////////////////////////////////////////////////////// this() { super(sfSoundSource_Create()); } this(void* ptr) { super(ptr, true); } //////////////////////////////////////////////////////////// /// \brief Get the current status of the sound (stopped, paused, playing) /// /// \return Current status of the sound /// //////////////////////////////////////////////////////////// SoundStatus getStatus() { return sfSoundSource_GetStatus(m_ptr); } public: //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param pitch New pitch to apply to the sound /// /// \see GetPitch /// //////////////////////////////////////////////////////////// void setPitch(float pitch) { sfSoundSource_SetPitch(m_ptr, pitch); } //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param volume Volume of the sound /// /// \see GetVolume /// //////////////////////////////////////////////////////////// void setVolume(float volume) in { assert(volume >= 0 && volume <= 100); } body { sfSoundSource_SetVolume(m_ptr, volume); } //////////////////////////////////////////////////////////// /// \brief Set the 3D position of the sound in the audio scene /// /// Only sounds with one channel (mono sounds) can be /// spatialized. /// The default position of a sound is (0, 0, 0). /// /// \param x X coordinate of the position of the sound in the scene /// \param y Y coordinate of the position of the sound in the scene /// \param z Z coordinate of the position of the sound in the scene /// /// \see GetPosition /// //////////////////////////////////////////////////////////// void setPosition(float x, float y, float z) { sfSoundSource_SetPosition(m_ptr, x, y, z); } //////////////////////////////////////////////////////////// /// \brief Set the 3D position of the sound in the audio scene /// /// Only sounds with one channel (mono sounds) can be /// spatialized. /// The default position of a sound is (0, 0, 0). /// /// \param position Position of the sound in the scene /// /// \see GetPosition /// //////////////////////////////////////////////////////////// void setPosition(Vector3f position) { sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z); } //////////////////////////////////////////////////////////// /// \brief Make the sound's position relative to the listener or absolute /// /// Making a sound relative to the listener will ensure that it will always /// be played the same way regardless the position of the listener. /// This can be useful for non-spatialized sounds, sounds that are /// produced by the listener, or sounds attached to it. /// The default value is false (position is absolute). /// /// \param relative True to set the position relative, false to set it absolute /// /// \see IsRelativeToListener /// //////////////////////////////////////////////////////////// void setRelativeToListener(bool relative) { sfSoundSource_SetRelativeToListener(m_ptr, relative); } //////////////////////////////////////////////////////////// /// \brief Set the minimum distance of the sound /// /// The "minimum distance" of a sound is the maximum /// distance at which it is heard at its maximum volume. Further /// than the minimum distance, it will start to fade out according /// to its attenuation factor. A value of 0 ("inside the head /// of the listener") is an invalid value and is forbidden. /// The default value of the minimum distance is 1. /// /// \param distance New minimum distance of the sound /// /// \see GetMinDistance, SetAttenuation /// //////////////////////////////////////////////////////////// void setMinDistance(float distance) { sfSoundSource_SetMinDistance(m_ptr, distance); } //////////////////////////////////////////////////////////// /// \brief Set the attenuation factor of the sound /// /// The attenuation is a multiplicative factor which makes /// the sound more or less loud according to its distance /// from the listener. An attenuation of 0 will produce a /// non-attenuated sound, i.e. its volume will always be the same /// whether it is heard from near or from far. On the other hand, /// an attenuation value such as 100 will make the sound fade out /// very quickly as it gets further from the listener. /// The default value of the attenuation is 1. /// /// \param attenuation New attenuation factor of the sound /// /// \see GetAttenuation, SetMinDistance /// //////////////////////////////////////////////////////////// void setAttenuation(float attenuation) { sfSoundSource_SetAttenuation(m_ptr, attenuation); } //////////////////////////////////////////////////////////// /// \brief Get the pitch of the sound /// /// \return Pitch of the sound /// /// \see SetPitch /// //////////////////////////////////////////////////////////// float GetPitch() { return sfSoundSource_GetPitch(m_ptr); } //////////////////////////////////////////////////////////// /// \brief Get the volume of the sound /// /// \return Volume of the sound, in the range [0, 100] /// /// \see SetVolume /// //////////////////////////////////////////////////////////// float GetVolume() { return sfSoundSource_GetVolume(m_ptr); } //////////////////////////////////////////////////////////// /// \brief Get the 3D position of the sound in the audio scene /// /// \return Position of the sound /// /// \see SetPosition /// //////////////////////////////////////////////////////////// Vector3f getPosition() { Vector3f ret; sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z); 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() { return sfSoundSource_IsRelativeToListener(m_ptr); } //////////////////////////////////////////////////////////// /// \brief Get the minimum distance of the sound /// /// \return Minimum distance of the sound /// /// \see SetMinDistance, GetAttenuation /// //////////////////////////////////////////////////////////// float getMinDistance() { return sfSoundSource_GetMinDistance(m_ptr); } //////////////////////////////////////////////////////////// /// \brief Get the attenuation factor of the sound /// /// \return Attenuation factor of the sound /// /// \see SetAttenuation, GetMinDistance /// //////////////////////////////////////////////////////////// float getAttenuation() { return sfSoundSource_GetAttenuation(m_ptr); } override void dispose() { sfSoundSource_Destroy(m_ptr); } private: static extern(C) { void* function() sfSoundSource_Create; void function(void*) sfSoundSource_Destroy; SoundStatus function(void*) sfSoundSource_GetStatus; void function(void*, float) sfSoundSource_SetPitch; void function(void*, float) sfSoundSource_SetVolume; void function(void*, float, float, float) sfSoundSource_SetPosition; float function(void*) sfSoundSource_GetPitch; float function(void*) sfSoundSource_GetVolume; void function(void*, float*, float*, float*) sfSoundSource_GetPosition; float function(void*) sfSoundSource_GetMinDistance; float function(void*) sfSoundSource_GetAttenuation; void function(void*, float) sfSoundSource_SetMinDistance; void function(void*, float) sfSoundSource_SetAttenuation; void function(void*, bool) sfSoundSource_SetRelativeToListener; 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)); } }