//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { // Check that the device can capture audio if (sf::SoundRecorder::CanCapture() == false) { std::cout << "Sorry, audio capture is not supported by your system" << std::endl; return EXIT_SUCCESS; } // Choose the sample rate unsigned int SampleRate; std::cout << "Please choose the sample rate for sound capture (44100 is CD quality) : "; std::cin >> SampleRate; std::cin.ignore(10000, '\n'); // Wait for user input... std::cout << "Press enter to start recording audio"; std::cin.ignore(10000, '\n'); // Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer sf::SoundBufferRecorder Recorder; // Audio capture is done in a separate thread, so we can block the main thread while it is capturing Recorder.Start(SampleRate); std::cout << "Recording... press enter to stop"; std::cin.ignore(10000, '\n'); Recorder.Stop(); // Get the buffer containing the captured data const sf::SoundBuffer& Buffer = Recorder.GetBuffer(); // Display captured sound informations std::cout << "Sound information :" << std::endl; std::cout << " " << Buffer.GetDuration() << " seconds" << std::endl; std::cout << " " << Buffer.GetSampleRate() << " samples / seconds" << std::endl; std::cout << " " << Buffer.GetChannelsCount() << " channels" << std::endl; // Choose what to do with the recorded sound data char Choice; std::cout << "What do you want to do with captured sound (p = play, s = save) ? "; std::cin >> Choice; std::cin.ignore(10000, '\n'); if (Choice == 's') { // Choose the filename std::string Filename; std::cout << "Choose the file to create : "; std::getline(std::cin, Filename); // Save the buffer Buffer.SaveToFile(Filename); } else { // Create a sound instance and play it sf::Sound Sound(Buffer); Sound.Play(); // Wait until finished while (Sound.GetStatus() == sf::Sound::Playing) { // Display the playing position std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << Sound.GetPlayingOffset() << " sec"; // Leave some CPU time for other threads sf::Sleep(0.1f); } } // Finished ! std::cout << std::endl << "Done !" << std::endl; // Wait until the user presses 'enter' key std::cout << "Press enter to exit..." << std::endl; std::cin.ignore(10000, '\n'); return EXIT_SUCCESS; }