SFML/DSFML/import/dsfml/audio/soundsource.d
trass3r cfedeee112 * introduced SFMLClass type for all C pointers
* getNativePointer -> nativePointer property

- IpAddress.isValid
+ IpAddress.None

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1459 4e206d99-4929-0410-ac5d-dfc041789085
2010-03-15 23:35:53 +00:00

311 lines
8.2 KiB
D

/*
* 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.vector3;
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 getPosition()
{
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);
}
}
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"));
}