SFML/DSFML/import/dsfml/audio/music.d

405 lines
10 KiB
D
Raw Normal View History

/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* 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.music;
import dsfml.audio.soundstatus;
import dsfml.system.common;
import dsfml.system.exception;
import dsfml.system.stringutil;
import dsfml.system.vector3;
/**
* Music defines a big sound played using streaming,
* so usually what we call a music :)
*/
class Music : DSFMLObject
{
/**
* Open a music file (doesn't play it -- call Play for that)
*
* Params:
* filename = Path of the file to open
*
*/
this(string filename)
{
if (filename is null || filename.length == 0)
throw new LoadingException("LoadingException : Filename is invalid.");
super(sfMusic_CreateFromFile(toStringz(filename)));
}
/**
* Open a music file from memory (doesn't play it -- call Play() for that)
*
* Params:
* data = file data in memory
*
*/
this(byte[] data)
{
if (data is null || data.length == 0)
throw new Exception("LoadingException : Memory stream is invalid.");
super(m_ptr = sfMusic_CreateFromMemory(data.ptr, data.length));
}
override void dispose()
{
sfMusic_Destroy(m_ptr);
}
/**
* Start playing the audio stream
*/
void play()
{
sfMusic_Play(m_ptr);
}
/**
* Stop playing the audio stream
*/
void stop()
{
sfMusic_Stop(m_ptr);
}
/**
* Pause the audio stream
*/
void pause()
{
sfMusic_Pause(m_ptr);
}
/**
* Return the number of channels (1 = mono, 2 = stereo)
*
* Returns:
* Number of channels
*/
uint getChannelsCount()
{
return sfMusic_GetChannelsCount(m_ptr);
}
/**
* Get the stream sample rate
*
* Returns:
* Stream frequency (number of samples per second)
*/
uint getSampleRate()
{
return sfMusic_GetSampleRate(m_ptr);
}
/**
* Get the music duration
*
* Returns:
* Music duration, in seconds
*/
float getDuration()
{
return sfMusic_GetDuration(m_ptr);
}
/**
* Get the status of the stream (stopped, paused, playing)
*
* Returns:
* Current status of the sound
*/
SoundStatus getStatus()
{
return sfMusic_GetStatus(m_ptr);
}
/**
* Tell whether or not the music is looping
*
* Returns:
* True if the music is looping, false otherwise
*/
bool getLoop()
{
return cast(bool)sfMusic_GetLoop(m_ptr);
}
/**
* Get the pitch
*
* Returns:
* Pitch value
*/
float getPitch()
{
return sfMusic_GetPitch(m_ptr);
}
/**
* Get the volume
*
* Returns:
* Volume value (in range [1, 100])
*/
float getVolume()
{
return sfMusic_GetVolume(m_ptr);
}
/**
* Get the sound position
*
* Returns:
* Current position of the music.
*/
Vector3f getPosition()
{
Vector3f ret;
sfMusic_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
return ret;
}
/**
* Get the minimum distance
*
* Returns:
* Minimum distance for the sound
*/
float getMinDistance()
{
return sfMusic_GetMinDistance(m_ptr);
}
/**
* Get the attenuation factor
*
* Returns:
* Attenuation factor of the sound
*
*/
float getAttenuation()
{
return sfMusic_GetAttenuation(m_ptr);
}
/**
* Set the music loop state.
* This parameter is disabled by default
*
* Params:
* loop = True to play in loop, false to play once
*/
void setLoop(bool loop)
{
sfMusic_SetLoop(m_ptr, loop);
}
/**
* Set the sound pitch.
* The default pitch is 1
*
* Params:
* pitch = New pitch
*
*/
void setPitch(float pitch)
{
sfMusic_SetPitch(m_ptr, pitch);
}
/**
* Set the sound volume.
* The default volume is 100
*
* Params:
* volume = Volume (in range [0, 100])
*
*/
void setVolume(float volume)
in
{
assert (volume >= 0.f && volume <= 100.f);
}
body
{
sfMusic_SetVolume(m_ptr, volume);
}
/**
* Set the sound position.
* The default position is (0, 0, 0)
*
* Params:
* x = X position of the sound in the world
* y = Y position of the sound in the world
* z = Z position of the sound in the world
*
*/
void setPosition(float x, float y, float z)
{
sfMusic_SetPosition(m_ptr, x, y, z);
}
/**
* Set the sound position.
* The default position is (0, 0, 0)
*
* Params:
* position = new position
*
*/
void setPosition(Vector3f position)
{
sfMusic_SetPosition(m_ptr, position.x, position.y, position.z);
}
/**
* Set the minimum distance - closer than thsi distance
* the listener will hear the sound at its maximum volume.
* The default distance is 1.0
*
* Params:
* minDistance = new minimum distance for the sound
*/
void setMinDistance(float minDistance)
{
sfMusic_SetMinDistance(m_ptr, minDistance);
}
/**
* 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
*
* Params:
* attenuation = new attenuation factor for the sound
*/
void setAttenuation(float attenuation)
{
sfMusic_SetAttenuation(m_ptr, attenuation);
}
/**
* Make the music's position relative to the listener's position, or absolute.
* The default value is false (absolute)
*
* Params:
* relative = True to set the position relative, false to set it absolute
*/
void setRelativeToListener(bool relative)
{
sfMusic_SetRelativeToListener(m_ptr, relative);
}
/**
* Tell if the music's position is relative to the listener's
* position, or if it's absolute
*
* Returns:
* true if the position is relative, sfFalse if it's absolute
*/
bool isRelativeToListener()
{
return sfMusic_IsRelativeToListener(m_ptr);
}
}
private:
extern(C)
{
void* function(cchar*) sfMusic_CreateFromFile;
void* function(byte*, size_t) sfMusic_CreateFromMemory;
void function(void*) sfMusic_Destroy;
void function(void*, int) sfMusic_SetLoop;
bool function(void*) sfMusic_GetLoop;
float function(void*) sfMusic_GetDuration;
void function(void*) sfMusic_Play;
void function(void*) sfMusic_Pause;
void function(void*) sfMusic_Stop;
uint function(void*) sfMusic_GetChannelsCount;
uint function(void*) sfMusic_GetSampleRate;
SoundStatus function(void*) sfMusic_GetStatus;
void function(void*, float) sfMusic_SetPitch;
void function(void*, float) sfMusic_SetVolume;
void function(void*, float, float, float) sfMusic_SetPosition;
float function(void*) sfMusic_GetPitch;
float function(void*) sfMusic_GetVolume;
void function(void*, float*, float*, float*)sfMusic_GetPosition;
float function(void*) sfMusic_GetMinDistance;
float function(void*) sfMusic_GetAttenuation;
void function(void*, float) sfMusic_SetMinDistance;
void function(void*, float) sfMusic_SetAttenuation;
void function(void*, bool) sfMusic_SetRelativeToListener;
bool function(void*) sfMusic_IsRelativeToListener;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-audio-d");
else
DllLoader dll = DllLoader.load("csfml-audio");
mixin(loadFromSharedLib("sfMusic_CreateFromFile"));
mixin(loadFromSharedLib("sfMusic_CreateFromMemory"));
mixin(loadFromSharedLib("sfMusic_Destroy"));
mixin(loadFromSharedLib("sfMusic_SetLoop"));
mixin(loadFromSharedLib("sfMusic_GetLoop"));
mixin(loadFromSharedLib("sfMusic_GetDuration"));
mixin(loadFromSharedLib("sfMusic_Play"));
mixin(loadFromSharedLib("sfMusic_Pause"));
mixin(loadFromSharedLib("sfMusic_Stop"));
mixin(loadFromSharedLib("sfMusic_GetChannelsCount"));
mixin(loadFromSharedLib("sfMusic_GetSampleRate"));
mixin(loadFromSharedLib("sfMusic_GetStatus"));
mixin(loadFromSharedLib("sfMusic_SetPitch"));
mixin(loadFromSharedLib("sfMusic_SetVolume"));
mixin(loadFromSharedLib("sfMusic_SetPosition"));
mixin(loadFromSharedLib("sfMusic_GetPitch"));
mixin(loadFromSharedLib("sfMusic_GetVolume"));
mixin(loadFromSharedLib("sfMusic_GetPosition"));
mixin(loadFromSharedLib("sfMusic_GetMinDistance"));
mixin(loadFromSharedLib("sfMusic_GetAttenuation"));
mixin(loadFromSharedLib("sfMusic_SetMinDistance"));
mixin(loadFromSharedLib("sfMusic_SetAttenuation"));
mixin(loadFromSharedLib("sfMusic_SetRelativeToListener"));
mixin(loadFromSharedLib("sfMusic_IsRelativeToListener"));
}