Improved the API documentation in the audio module

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1251 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-10-29 09:32:17 +00:00
parent 6df95868d0
commit 33f54ad6cd
30 changed files with 759 additions and 410 deletions

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@ -117,11 +117,12 @@
<Unit filename="..\..\include\SFML\Audio\SoundBufferRecorder.hpp" />
<Unit filename="..\..\include\SFML\Audio\SoundRecorder.hpp" />
<Unit filename="..\..\include\SFML\Audio\SoundStream.hpp" />
<Unit filename="..\..\src\SFML\Audio\ALCheck.cpp" />
<Unit filename="..\..\src\SFML\Audio\ALCheck.hpp" />
<Unit filename="..\..\src\SFML\Audio\AudioDevice.cpp" />
<Unit filename="..\..\src\SFML\Audio\AudioDevice.hpp" />
<Unit filename="..\..\src\SFML\Audio\Listener.cpp" />
<Unit filename="..\..\src\SFML\Audio\Music.cpp" />
<Unit filename="..\..\src\SFML\Audio\OpenAL.hpp" />
<Unit filename="..\..\src\SFML\Audio\Sound.cpp" />
<Unit filename="..\..\src\SFML\Audio\SoundBuffer.cpp" />
<Unit filename="..\..\src\SFML\Audio\SoundBufferRecorder.cpp" />

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@ -343,6 +343,14 @@
<References>
</References>
<Files>
<File
RelativePath="..\..\src\SFML\Audio\ALCheck.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\ALCheck.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\AudioDevice.cpp"
>
@ -367,10 +375,6 @@
RelativePath="..\..\include\SFML\Audio\Music.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\OpenAL.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\Sound.cpp"
>

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@ -343,6 +343,14 @@
<References>
</References>
<Files>
<File
RelativePath="..\..\src\SFML\Audio\ALCheck.cpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\ALCheck.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\AudioDevice.cpp"
>
@ -367,10 +375,6 @@
RelativePath="..\..\include\SFML\Audio\Music.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\OpenAL.hpp"
>
</File>
<File
RelativePath="..\..\src\SFML\Audio\Sound.cpp"
>

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@ -35,81 +35,112 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Listener is a global interface for defining the audio
/// listener properties ; the audio listener is the point in
/// the scene from where all the sounds are heard
/// \brief The audio listener is the point in the scene
/// from where all the sounds are heard
///
////////////////////////////////////////////////////////////
class SFML_API Listener
{
public :
////////////////////////////////////////////////////////////
/// Change the global volume of all the sounds.
/// The default volume is 100
/// \brief Change the global volume of all the sounds and musics
///
/// \param volume : New global volume, in the range [0, 100]
/// The volume is a number between 0 and 100; it is combined with
/// the individual volume of each sound / music.
/// The default value for the volume is 100 (maximum).
///
/// \param volume New global volume, in the range [0, 100]
///
/// \see GetGlobalVolume
///
////////////////////////////////////////////////////////////
static void SetGlobalVolume(float volume);
////////////////////////////////////////////////////////////
/// Get the current value of the global volume of all the sounds
/// \brief Get the current value of the global volume
///
/// \return Current global volume, in the range [0, 100]
///
/// \see SetGlobalVolume
///
////////////////////////////////////////////////////////////
static float GetGlobalVolume();
////////////////////////////////////////////////////////////
/// Change the position of the listener (take 3 values).
/// The default position is (0, 0, 0)
/// \brief Set the position of the listener in the scene
///
/// \param x, y, z : Position of the listener in the world
/// The default listener's position is (0, 0, 0).
///
/// \param x X coordinate of the listener's position
/// \param y Y coordinate of the listener's position
/// \param z Z coordinate of the listener's position
///
/// \see GetPosition, SetDirection
///
////////////////////////////////////////////////////////////
static void SetPosition(float x, float y, float z);
////////////////////////////////////////////////////////////
/// Change the position of the listener (take a 3D vector).
/// The default position is (0, 0, 0)
/// \brief Set the position of the listener in the scene
///
/// \param position : Position of the listener in the world
/// The default listener's position is (0, 0, 0).
///
/// \param position New listener's position
///
/// \see GetPosition, SetDirection
///
////////////////////////////////////////////////////////////
static void SetPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// Get the current position of the listener
/// \brief Get the current position of the listener in the scene
///
/// \return Position of the listener in the world
/// \return Listener's position
///
/// \see SetPosition
///
////////////////////////////////////////////////////////////
static Vector3f GetPosition();
////////////////////////////////////////////////////////////
/// Change the orientation of the listener (take 3 values);
/// the direction does not need to be normalized.
/// The default direction is (0, 0, -1)
/// \brief Set the orientation of the listener in the scene
///
/// \param x, y, z : Orientation of the listener
/// The orientation defines the 3D axes of the listener
/// (left, up, front) in the scene. The orientation vector
/// doesn't have to be normalized.
/// The default listener's orientation is (0, 0, -1).
///
/// \param x X coordinate of the listener's orientation
/// \param y Y coordinate of the listener's orientation
/// \param z Z coordinate of the listener's orientation
///
/// \see GetDirection, SetPosition
///
////////////////////////////////////////////////////////////
static void SetDirection(float x, float y, float z);
////////////////////////////////////////////////////////////
/// Change the orientation of the listener (take a 3D vector);
/// the direction does not need to be normalized.
/// The default direction is (0, 0, -1)
/// \brief Set the orientation of the listener in the scene
///
/// \param direction : Orientation of the listener
/// The orientation defines the 3D axes of the listener
/// (left, up, front) in the scene. The orientation vector
/// doesn't have to be normalized.
/// The default listener's orientation is (0, 0, -1).
///
/// \param direction New listener's orientation
///
/// \see GetDirection, SetPosition
///
////////////////////////////////////////////////////////////
static void SetDirection(const Vector3f& direction);
////////////////////////////////////////////////////////////
/// Get the current orientation of the listener.
/// \brief Get the current orientation of the listener in the scene
///
/// \return Current direction of the listener
/// \return Listener's orientation
///
/// \see SetDirection
///
////////////////////////////////////////////////////////////
static Vector3f GetDirection();
@ -119,3 +150,34 @@ public :
#endif // SFML_LISTENER_HPP
////////////////////////////////////////////////////////////
/// \class sf::Listener
///
/// The audio listener defines the global properties of the
/// audio environment, it defines where and how sounds and musics
/// are heard. If sf::View is the eyes of the user, then sf::Listener
/// is his ears (by the way, they are often linked together --
/// same position, orientation, etc.).
///
/// sf::Listener is a simple interface, which allows to setup the
/// listener in the 3D audio environment (position and direction),
/// and to adjust the global volume.
///
/// Because the listener is unique in the scene, sf::Listener only
/// contains static functions and doesn't have to be instanciated.
///
/// Usage example:
/// \code
/// // Move the listener to the position (1, 0, -5)
/// sf::Listener::SetPosition(1, 0, -5);
///
/// // Make it face the right axis (1, 0, 0)
/// sf::Listener::SetDirection(1, 0, 0);
///
/// // Reduce the global volume
/// sf::Listener::SetGlobalVolume(50);
/// \endcode
///
////////////////////////////////////////////////////////////

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@ -36,17 +36,23 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Specialized SoundRecorder which saves the captured
/// audio data into a sound buffer
/// \brief Specialized SoundRecorder which stores the captured
/// audio data into a sound buffer
///
////////////////////////////////////////////////////////////
class SFML_API SoundBufferRecorder : public SoundRecorder
{
public :
////////////////////////////////////////////////////////////
/// Get the sound buffer containing the captured audio data
/// \brief Get the sound buffer containing the captured audio data
///
/// \return Constant reference to the sound buffer
/// The sound buffer is valid only after the capture has ended.
/// This function provides a read-only access to the internal
/// sound buffer, but it can be copied if you need to
/// make any modification to it.
///
/// \return Read-only access to the sound buffer
///
////////////////////////////////////////////////////////////
const SoundBuffer& GetBuffer() const;
@ -54,19 +60,26 @@ public :
private :
////////////////////////////////////////////////////////////
/// /see SoundBuffer::OnStart
/// \brief Start capturing audio data
///
/// \return True to start the capture, or false to abort it
///
////////////////////////////////////////////////////////////
virtual bool OnStart();
////////////////////////////////////////////////////////////
/// /see SoundBuffer::OnProcessSamples
/// \brief Process a new chunk of recorded samples
///
/// \param samples Pointer to the new chunk of recorded samples
/// \param samplesCount Number of samples pointed by \a samples
///
/// \return True to continue the capture, or false to stop it
///
////////////////////////////////////////////////////////////
virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount);
////////////////////////////////////////////////////////////
/// /see SoundBuffer::OnStop
/// \brief Stop capturing audio data
///
////////////////////////////////////////////////////////////
virtual void OnStop();
@ -81,3 +94,41 @@ private :
} // namespace sf
#endif // SFML_SOUNDBUFFERRECORDER_HPP
////////////////////////////////////////////////////////////
/// \class sf::SoundBufferRecorder
///
/// sf::SoundBufferRecorder allows to access a recorded sound
/// through a sf::SoundBuffer, so that it can be played, saved
/// to a file, etc.
///
/// It has the same simple interface as its base class (Start(), Stop())
/// and adds a function to retrieve the recorded sound buffer
/// (GetBuffer()).
///
/// As usual, don't forget to call the CanCapture() function
/// before using this class (see sf::SoundRecorder for more details
/// about this).
///
/// Usage example:
/// \code
/// if (SoundBufferRecorder::CanCapture())
/// {
/// // Record some audio data
/// SoundBufferRecorder recorder;
/// recorder.Start();
/// ...
/// recorder.Stop();
///
/// // Get the buffer containing the captured audio data
/// const sf::SoundBuffer& buffer = recorder.GetBuffer();
///
/// // Save it to a file (for example...)
/// buffer.SaveToFile("my_record.ogg");
/// }
/// \endcode
///
/// \see sf::SoundRecorder
///
////////////////////////////////////////////////////////////

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@ -35,48 +35,65 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// SoundRecorder is an interface for capturing sound data,
/// it is meant to be used as a base class
/// \brief Abstract base class for capturing sound data
///
////////////////////////////////////////////////////////////
class SFML_API SoundRecorder : private Thread
{
public :
////////////////////////////////////////////////////////////
/// Virtual destructor
/// \brief destructor
///
////////////////////////////////////////////////////////////
virtual ~SoundRecorder();
////////////////////////////////////////////////////////////
/// Start the capture.
/// Warning : only one capture can happen at the same time
/// \brief Start the capture
///
/// \param sampleRate : Sound frequency (the more samples, the higher the quality)
/// (44100 by default = CD quality)
/// The \a sampleRate parameter defines the number of audio samples
/// captured per second. The higher, the better the quality
/// (for example, 44100 samples/sec is CD quality).
/// This function uses its own thread so that it doesn't block
/// the rest of the program while the capture runs.
/// Please note that only one capture can happen at the same time.
///
/// \param sampleRate Desired capture rate, in number of samples per second
///
/// \see Stop
///
////////////////////////////////////////////////////////////
void Start(unsigned int sampleRate = 44100);
////////////////////////////////////////////////////////////
/// Stop the capture
/// \brief Stop the capture
///
/// \see Start
///
////////////////////////////////////////////////////////////
void Stop();
////////////////////////////////////////////////////////////
/// Get the sample rate
/// \brief Get the sample rate
///
/// \return Frequency, in samples per second
/// The sample rate defines the number of audio samples
/// captured per second. The higher, the better the quality
/// (for example, 44100 samples/sec is CD quality).
///
/// \return Sample rate, in samples per second
///
////////////////////////////////////////////////////////////
unsigned int GetSampleRate() const;
////////////////////////////////////////////////////////////
/// Tell if the system supports sound capture.
/// If not, this class won't be usable
/// \brief Check if the system supports audio capture
///
/// \return True if audio capture is supported
/// This function should always be called before using
/// the audio capture features. If it returns false, then
/// any attempt to use sf::SoundRecorder or one of its derived
/// classes will fail.
///
/// \return True if audio capture is supported, false otherwise
///
////////////////////////////////////////////////////////////
static bool CanCapture();
@ -84,7 +101,9 @@ public :
protected :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// This constructor is only meant to be called by derived classes.
///
////////////////////////////////////////////////////////////
SoundRecorder();
@ -92,44 +111,68 @@ protected :
private :
////////////////////////////////////////////////////////////
/// Start recording audio data
/// \brief Start capturing audio data
///
/// \return False to abort recording audio data, true to start
/// This virtual function may be overriden by a derived class
/// if something has to be done every time a new capture
/// starts. If not, this function can be ignored; the default
/// implementation does nothing.
///
/// \return True to start the capture, or false to abort it
///
////////////////////////////////////////////////////////////
virtual bool OnStart();
////////////////////////////////////////////////////////////
/// Process a new chunk of recorded samples
/// \brief Process a new chunk of recorded samples
///
/// \param samples : Pointer to the new chunk of recorded samples
/// \param samplesCount : Number of samples pointed by Samples
/// This virtual function is called every time a new chunk of
/// recorded data is available. The derived class can then do
/// whatever it wants with it (storing it, playing it, sending
/// it over the network, etc.).
///
/// \return False to stop recording audio data, true to continue
/// \param samples Pointer to the new chunk of recorded samples
/// \param samplesCount Number of samples pointed by \a samples
///
/// \return True to continue the capture, or false to stop it
///
////////////////////////////////////////////////////////////
virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount) = 0;
////////////////////////////////////////////////////////////
/// Stop recording audio data
/// \brief Stop capturing audio data
///
/// This virtual function may be overriden by a derived class
/// if something has to be done every time the capture
/// ends. If not, this function can be ignored; the default
/// implementation does nothing.
///
////////////////////////////////////////////////////////////
virtual void OnStop();
////////////////////////////////////////////////////////////
/// /see Thread::Run
/// \brief Function called as the entry point of the thread
///
/// This function starts the recording loop, and returns
/// only when the capture is stopped.
///
////////////////////////////////////////////////////////////
virtual void Run();
////////////////////////////////////////////////////////////
/// Get the available captured samples and process them
/// \brief Get the new available audio samples and process them
///
/// This function is called continuously during the
/// capture loop. It retrieves the captured samples and
/// forwards them to the derived class.
///
////////////////////////////////////////////////////////////
void ProcessCapturedSamples();
////////////////////////////////////////////////////////////
/// Clean up the recorder internal resources
/// \brief Clean up the recorder's internal resources
///
/// This function is called when the capture stops.
///
////////////////////////////////////////////////////////////
void CleanUp();
@ -146,3 +189,79 @@ private :
#endif // SFML_SOUNDRECORDER_HPP
////////////////////////////////////////////////////////////
/// \class sf::SoundRecorder
///
/// sf::SoundBuffer provides a simple interface to access
/// the audio recording capabilities of the computer
/// (the microphone). As an abstract base class, it only cares
/// about capturing sound samples, the task of making something
/// useful with them is left to the derived class. Note that
/// SFML provides a built-in specialization for saving the
/// captured data to a sound buffer (see sf::SoundBufferRecorder).
///
/// A derived class has only one virtual function to override:
/// \li OnProcessSamples provides the new chunks of audio samples while the capture happens
///
/// Moreover, two additionnal virtual functions can be overriden
/// as well if necessary:
/// \li OnStart is called before the capture happens, to perform custom initializations
/// \li OnStop is called after the capture ends, to perform custom cleanup
///
/// The audio capture feature may not be supported or activated
/// on every platform, thus it is recommended to check its
/// availability with the CanCapture() function. If it returns
/// false, then any attempt to use an audio recorder will fail.
///
/// It is important to note that the audio capture happens in a
/// separate thread, so that it doesn't block the rest of the
/// program. In particular, the OnProcessSamples and OnStop
/// virtual functions (but not OnStart) will be called
/// from this separate thread. It is important to keep this in
/// mind, because you may have to take care of synchronization
/// issues if you share data between threads.
///
/// Usage example:
/// \code
/// class CustomRecorder : public sf::SoundRecorder
/// {
/// virtual bool OnStart() // optional
/// {
/// // Initialize whatever has to be done before the capture starts
/// ...
///
/// // Return true to start playing
/// return true;
/// }
///
/// virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount)
/// {
/// // Do something with the new chunk of samples (store them, send them, ...)
/// ...
///
/// // Return true to continue playing
/// return true;
/// }
///
/// virtual void OnStop() // optional
/// {
/// // Clean up whatever has to be done after the capture ends
/// ...
/// }
/// }
///
/// // Usage
/// if (CustomRecorder::CanCapture())
/// {
/// CustomRecorder recorder;
/// recorder.Start();
/// ...
/// recorder.Stop();
/// }
/// \endcode
///
/// \see sf::SoundBufferRecorder
///
////////////////////////////////////////////////////////////

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@ -36,10 +36,8 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// SoundStream is a streamed sound, ie samples are acquired
/// while the sound is playing. Use it for big sounds that would
/// require hundreds of MB in memory (see Music),
/// or for streaming sound from the network
/// \brief Abstract base class for streamed audio sources
///
////////////////////////////////////////////////////////////
class SFML_API SoundStream : private Thread, private Sound
{
@ -64,7 +62,8 @@ public :
using Sound::GetAttenuation;
////////////////////////////////////////////////////////////
/// Structure defining a chunk of audio data to stream
/// \brief Structure defining a chunk of audio data to stream
///
////////////////////////////////////////////////////////////
struct Chunk
{
@ -73,25 +72,40 @@ public :
};
////////////////////////////////////////////////////////////
/// Virtual destructor
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~SoundStream();
////////////////////////////////////////////////////////////
/// Start playing the audio stream
/// \brief Start or resume playing the audio stream
///
/// This function starts the stream if it was stopped, resumes
/// it if it was paused, and does nothing it is it already playing.
/// This function uses its own thread so that it doesn't block
/// the rest of the program while the stream is played.
///
/// \see Pause, Stop
///
////////////////////////////////////////////////////////////
void Play();
////////////////////////////////////////////////////////////
/// Stop playing the audio stream
/// \brief Stop playing the audio stream
///
/// This function stops the stream if it was playing or paused,
/// and does nothing if it was already stopped.
/// It also resets the playing position (unlike Pause()).
///
/// \see Play, Pause
///
////////////////////////////////////////////////////////////
void Stop();
////////////////////////////////////////////////////////////
/// Return the number of channels (1 = mono, 2 = stereo)
/// \brief Return the number of channels of the stream
///
/// 1 channel means a mono sound, 2 means stereo, etc.
///
/// \return Number of channels
///
@ -99,67 +113,94 @@ public :
unsigned int GetChannelsCount() const;
////////////////////////////////////////////////////////////
/// Get the stream sample rate
/// \brief Get the stream sample rate of the stream
///
/// \return Stream frequency (number of samples per second)
/// The sample rate is the number of audio samples played per
/// second. The higher, the better the quality.
///
/// \return Sample rate, in number of samples per second
///
////////////////////////////////////////////////////////////
unsigned int GetSampleRate() const;
////////////////////////////////////////////////////////////
/// Get the status of the stream (stopped, paused, playing)
/// \brief Get the current status of the stream (stopped, paused, playing)
///
/// \return Current status of the sound
/// \return Current status
///
////////////////////////////////////////////////////////////
Status GetStatus() const;
////////////////////////////////////////////////////////////
/// Set the current playing position of the stream
/// \brief Change the current playing position of the stream
///
/// \param timeOffset : New playing position, expressed in seconds
/// The playing position can be changed when the stream is
/// either paused or playing.
///
/// \param timeOffset New playing position, in seconds
///
/// \see GetPlayingOffset
///
////////////////////////////////////////////////////////////
void SetPlayingOffset(float timeOffset);
////////////////////////////////////////////////////////////
/// Get the current playing position of the stream
/// \brief Get the current playing position of the stream
///
/// \return Current playing position, expressed in seconds
/// \return Current playing position, in seconds
///
/// \see SetPlayingOffset
///
////////////////////////////////////////////////////////////
float GetPlayingOffset() const;
////////////////////////////////////////////////////////////
/// Set the stream loop state.
/// This parameter is disabled by default
/// \brief Set whether or not the stream should loop after reaching the end
///
/// \param loop : True to play in loop, false to play once
/// If set, the stream will restart from beginning after
/// reaching the end and so on, until it is stopped or
/// SetLoop(false) is called.
/// The default looping state for streams is false.
///
/// \param loop True to play in loop, false to play once
///
/// \see GetLoop
///
////////////////////////////////////////////////////////////
void SetLoop(bool loop);
////////////////////////////////////////////////////////////
/// Tell whether or not the stream is looping
/// \brief Tell whether or not the stream is in loop mode
///
/// \return True if the music is looping, false otherwise
///
/// \see SetLoop
///
////////////////////////////////////////////////////////////
bool GetLoop() const;
protected :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// This constructor is only meant to be called by derived classes.
///
////////////////////////////////////////////////////////////
SoundStream();
////////////////////////////////////////////////////////////
/// Set the audio stream parameters, you must call it before Play()
/// \brief Define the audio stream parameters
///
/// \param channelsCount : Number of channels
/// \param sampleRate : Sample rate
/// This function must be called by derived classes as soon
/// as they know the audio settings of the stream to play.
/// Any attempt to manipulate the stream (Play(), ...) before
/// calling this function will fail.
/// It can be called multiple times if the settings of the
/// audio stream change, but only when the stream is stopped.
///
/// \param channelsCount Number of channels of the stream
/// \param sampleRate Sample rate, in samples per second
///
////////////////////////////////////////////////////////////
void Initialize(unsigned int channelsCount, unsigned int sampleRate);
@ -167,15 +208,24 @@ protected :
private :
////////////////////////////////////////////////////////////
/// /see Thread::Run
/// \brief Function called as the entry point of the thread
///
/// This function starts the streaming loop, and returns
/// only when the sound is stopped.
///
////////////////////////////////////////////////////////////
virtual void Run();
////////////////////////////////////////////////////////////
/// Called each time new audio data is needed to feed the stream
/// \brief Request a new chunk of audio samples from the stream source
///
/// \param data : New chunk of data to stream
/// This function must be overriden by derived classes to provide
/// the audio samples to play. It is called continuously by the
/// streaming loop, in a separate thread.
/// The source can choose to stop the streaming loop at any time, by
/// returning false to the caller.
///
/// \param data Chunk of data to fill
///
/// \return True to continue playback, false to stop
///
@ -183,39 +233,54 @@ private :
virtual bool OnGetData(Chunk& data) = 0;
////////////////////////////////////////////////////////////
/// Called to move the current reading position
/// \brief Change the current playing position in the stream source
///
/// \param timeOffset : New read position, expressed in seconds
/// This function must be overriden by derived classes to
/// allow random seeking into the stream source.
///
/// \param timeOffset New playing position, in seconds
///
////////////////////////////////////////////////////////////
virtual void OnSeek(float timeOffset) = 0;
////////////////////////////////////////////////////////////
/// Fill a new buffer with audio data, and push it to the
/// playing queue
/// \brief Fill a new buffer with audio samples, and append
/// it to the playing queue
///
/// \param buffer : Buffer to fill
/// This function is called as soon as a buffer has been fully
/// consumed; it fills it again and inserts it back into the
/// playing queue.
///
/// \return True if the derived class has requested to stop
/// \param buffer Handle of the buffer to fill
///
/// \return True if the stream source has requested to stop, false otherwise
///
////////////////////////////////////////////////////////////
bool FillAndPushBuffer(unsigned int buffer);
////////////////////////////////////////////////////////////
/// Fill the buffers queue with all available buffers
/// \brief Fill the audio buffers and put them all into the playing queue
///
/// \return True if the derived class has requested to stop
/// This function is called when playing starts and the
/// playing queue is empty.
///
/// \return True if the derived class has requested to stop, false otherwise
///
////////////////////////////////////////////////////////////
bool FillQueue();
////////////////////////////////////////////////////////////
/// Clear the queue of any remaining buffers
/// \brief Clear all the audio buffers and empty the playing queue
///
/// This function is called when the stream is stopped.
///
////////////////////////////////////////////////////////////
void ClearQueue();
enum {BuffersCount = 3};
enum
{
BuffersCount = 3 ///< Number of audio buffers used by the streaming loop
};
////////////////////////////////////////////////////////////
// Member data
@ -233,3 +298,81 @@ private :
#endif // SFML_SOUNDSTREAM_HPP
////////////////////////////////////////////////////////////
/// \class sf::SoundStream
///
/// Unlike audio buffers (see sf::SoundBuffer), audio streams
/// are never completely loaded in memory. Instead, the audio
/// data is acquired continuously while the stream is playing.
/// This behaviour allows to play a sound with no loading delay,
/// and keeps the memory consumption very low.
///
/// Sound sources that need to be streamed are usually big files
/// (compressed audio musics that would eat hundreds of MB in memory)
/// or files that would take a lot of time to be received
/// (sounds played over the network).
///
/// sf::SoundStream is a base class that doesn't care about the
/// stream source, which is left to the derived class. SFML provides
/// a built-in specialization for big files (see sf::Music).
/// No network stream source is provided, but you can write your own
/// by combining this class with the network module.
///
/// A derived class has to override two virtual functions:
/// \li OnGetData fills a new chunk of audio data to be played
/// \li OnSeek changes the current playing position in the source
///
/// It is important to note that each SoundStream is played in its
/// own separate thread, so that the streaming loop doesn't block the
/// rest of the program. In particular, the OnGetData and OnSeek
/// virtual functions may sometimes be called from this separate thread.
/// It is important to keep this in mind, because you may have to take
/// care of synchronization issues if you share data between threads.
///
/// Usage example:
/// \code
/// class CustomStream : public sf::SoundStream
/// {
/// public :
///
/// bool Open(const std::string& location)
/// {
/// // Open the source and get audio settings
/// ...
/// unsigned int channelsCount = ...;
/// unsigned int sampleRate = ...;
///
/// // Initialize the stream -- important!
/// Initialize(channelsCount, sampleRate);
/// }
///
/// private :
///
/// virtual bool OnGetData(Chunk& data)
/// {
/// // Fill the chunk with audio data from the stream source
/// data.Samples = ...;
/// data.NbSamples = ...;
///
/// // Return true to continue playing
/// return true;
/// }
///
/// virtual void OnSeek(float timeOffset)
/// {
/// // Change the current position in the stream source
/// ...
/// }
/// }
///
/// // Usage
/// CustomStream stream;
/// stream.Open("path/to/stream");
/// stream.Play();
/// \endcode
///
/// \see sf::Music
///
////////////////////////////////////////////////////////////

View File

@ -176,10 +176,12 @@ public :
enum Status
{
// 2xx: success
Ok = 200, ///< Most common code returned when operation was successful
Created = 201, ///< The resource has successfully been created
Accepted = 202, ///< The request has been accepted, but will be processed later by the server
NoContent = 204, ///< Sent when the server didn't send any data in return
Ok = 200, ///< Most common code returned when operation was successful
Created = 201, ///< The resource has successfully been created
Accepted = 202, ///< The request has been accepted, but will be processed later by the server
NoContent = 204, ///< The server didn't send any data in return
ResetContent = 205, ///< The server informs the client that it should clear the view (form) that caused the request to be sent
PartialContent = 206, ///< The server has sent a part of the resource, as a response to a partial GET request
// 3xx: redirection
MultipleChoices = 300, ///< The requested page can be accessed from several locations
@ -188,16 +190,19 @@ public :
NotModified = 304, ///< For conditionnal requests, means the requested page hasn't changed and doesn't need to be refreshed
// 4xx: client error
BadRequest = 400, ///< The server couldn't understand the request (syntax error)
Unauthorized = 401, ///< The requested page needs an authentification to be accessed
Forbidden = 403, ///< The requested page cannot be accessed at all, even with authentification
NotFound = 404, ///< The requested page doesn't exist
BadRequest = 400, ///< The server couldn't understand the request (syntax error)
Unauthorized = 401, ///< The requested page needs an authentification to be accessed
Forbidden = 403, ///< The requested page cannot be accessed at all, even with authentification
NotFound = 404, ///< The requested page doesn't exist
RangeNotSatisfiable = 407, ///< The server can't satisfy the partial GET request (with a "Range" header field)
// 5xx: server error
InternalServerError = 500, ///< The server encountered an unexpected error
NotImplemented = 501, ///< The server doesn't implement a requested feature
BadGateway = 502, ///< The gateway server has received an error from the source server
ServiceNotAvailable = 503, ///< The server is temporarily unavailable (overloaded, in maintenance, ...)
GatewayTimeout = 504, ///< The gateway server couldn't receive a response from the source server
VersionNotSupported = 505, ///< The server doesn't support the requested HTTP version
// 10xx: SFML custom codes
InvalidResponse = 1000, ///< Response is not a valid HTTP one

View File

@ -209,6 +209,8 @@ public :
///
/// \return True if an event was returned, or false if the events stack was empty
///
/// \see WaitEvent
///
////////////////////////////////////////////////////////////
bool GetEvent(Event& event);
@ -234,6 +236,8 @@ public :
///
/// \return False if any error occured
///
/// \see GetEvent
///
////////////////////////////////////////////////////////////
bool WaitEvent(Event& event);

View File

@ -22,23 +22,10 @@
//
////////////////////////////////////////////////////////////
#ifndef SFML_OPENAL_HPP
#define SFML_OPENAL_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <iostream>
#include <string>
#if defined(SFML_SYSTEM_MACOS)
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#else
#include <AL/al.h>
#include <AL/alc.h>
#endif
#include <SFML/Audio/ALCheck.hpp>
namespace sf
@ -46,28 +33,7 @@ namespace sf
namespace priv
{
////////////////////////////////////////////////////////////
/// Let's define a macro to quickly check every OpenAL
/// API calls
///
////////////////////////////////////////////////////////////
#ifdef SFML_DEBUG
// If in debug mode, perform a test on every call
#define ALCheck(Func) ((Func), priv::ALCheckError(__FILE__, __LINE__))
#else
// Else, we don't add any overhead
#define ALCheck(Func) (Func)
#endif
////////////////////////////////////////////////////////////
/// Check last OpenAL error
///
////////////////////////////////////////////////////////////
inline void ALCheckError(const std::string& file, unsigned int line)
void ALCheckError(const std::string& file, unsigned int line)
{
// Get the last error
ALenum errorCode = alGetError();
@ -126,6 +92,3 @@ inline void ALCheckError(const std::string& file, unsigned int line)
} // namespace priv
} // namespace sf
#endif // SFML_OPENAL_HPP

View File

@ -0,0 +1,79 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// 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.
//
////////////////////////////////////////////////////////////
#ifndef SFML_ALCHECK_HPP
#define SFML_ALCHECK_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <iostream>
#include <string>
#if defined(SFML_SYSTEM_MACOS)
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#else
#include <AL/al.h>
#include <AL/alc.h>
#endif
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// Let's define a macro to quickly check every OpenAL
/// API calls
////////////////////////////////////////////////////////////
#ifdef SFML_DEBUG
// If in debug mode, perform a test on every call
#define ALCheck(Func) ((Func), priv::ALCheckError(__FILE__, __LINE__))
#else
// Else, we don't add any overhead
#define ALCheck(Func) (Func)
#endif
////////////////////////////////////////////////////////////
/// Check the last OpenAL error
///
/// \param file Source file where the call is located
/// \param line Line number of the source file where the call is located
///
////////////////////////////////////////////////////////////
void ALCheckError(const std::string& file, unsigned int line);
} // namespace priv
} // namespace sf
#endif // SFML_ALCHECK_HPP

View File

@ -28,7 +28,7 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/ALCheck.hpp>
#include <set>
#include <string>

View File

@ -26,22 +26,18 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Listener.hpp>
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/ALCheck.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// Change the global volume of all the sounds
////////////////////////////////////////////////////////////
void Listener::SetGlobalVolume(float volume)
{
ALCheck(alListenerf(AL_GAIN, volume * 0.01f));
}
////////////////////////////////////////////////////////////
/// Get the current value of the global volume of all the sounds
////////////////////////////////////////////////////////////
float Listener::GetGlobalVolume()
{
@ -52,8 +48,6 @@ float Listener::GetGlobalVolume()
}
////////////////////////////////////////////////////////////
/// Change the position of the listener (take 3 values)
////////////////////////////////////////////////////////////
void Listener::SetPosition(float x, float y, float z)
{
@ -61,8 +55,6 @@ void Listener::SetPosition(float x, float y, float z)
}
////////////////////////////////////////////////////////////
/// Change the position of the listener (take a 3D vector)
////////////////////////////////////////////////////////////
void Listener::SetPosition(const Vector3f& position)
{
@ -70,8 +62,6 @@ void Listener::SetPosition(const Vector3f& position)
}
////////////////////////////////////////////////////////////
/// Get the current position of the listener
////////////////////////////////////////////////////////////
Vector3f Listener::GetPosition()
{
@ -82,8 +72,6 @@ Vector3f Listener::GetPosition()
}
////////////////////////////////////////////////////////////
/// Change the orientation of the listener (take 3 values)
////////////////////////////////////////////////////////////
void Listener::SetDirection(float x, float y, float z)
{
@ -92,8 +80,6 @@ void Listener::SetDirection(float x, float y, float z)
}
////////////////////////////////////////////////////////////
/// Change the orientation of the listener (take a 3D vector)
////////////////////////////////////////////////////////////
void Listener::SetDirection(const Vector3f& direction)
{
@ -101,8 +87,6 @@ void Listener::SetDirection(const Vector3f& direction)
}
////////////////////////////////////////////////////////////
/// Get the current orientation of the listener.
////////////////////////////////////////////////////////////
Vector3f Listener::GetDirection()
{

View File

@ -26,7 +26,7 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Music.hpp>
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/ALCheck.hpp>
#include <SFML/Audio/SoundFile.hpp>
#include <SFML/System/Lock.hpp>
#include <fstream>

View File

@ -27,7 +27,7 @@
////////////////////////////////////////////////////////////
#include <SFML/Audio/Sound.hpp>
#include <SFML/Audio/SoundBuffer.hpp>
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/ALCheck.hpp>
namespace sf

View File

@ -28,7 +28,7 @@
#include <SFML/Audio/SoundBuffer.hpp>
#include <SFML/Audio/SoundFile.hpp>
#include <SFML/Audio/AudioDevice.hpp>
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/ALCheck.hpp>
#include <iostream>
#include <memory>

View File

@ -33,18 +33,15 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// /see SoundBuffer::OnStart
////////////////////////////////////////////////////////////
bool SoundBufferRecorder::OnStart()
{
mySamples.clear();
myBuffer = SoundBuffer();
return true;
}
////////////////////////////////////////////////////////////
/// /see SoundBuffer::OnProcessSamples
////////////////////////////////////////////////////////////
bool SoundBufferRecorder::OnProcessSamples(const Int16* samples, std::size_t samplesCount)
{
@ -54,8 +51,6 @@ bool SoundBufferRecorder::OnProcessSamples(const Int16* samples, std::size_t sam
}
////////////////////////////////////////////////////////////
/// /see SoundBuffer::OnStop
////////////////////////////////////////////////////////////
void SoundBufferRecorder::OnStop()
{
@ -64,8 +59,6 @@ void SoundBufferRecorder::OnStop()
}
////////////////////////////////////////////////////////////
/// Get the sound buffer containing the captured audio data
////////////////////////////////////////////////////////////
const SoundBuffer& SoundBufferRecorder::GetBuffer() const
{

View File

@ -35,8 +35,6 @@ namespace sf
namespace priv
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
SoundFile::SoundFile() :
myFile (NULL),
myNbSamples (0),
@ -47,8 +45,6 @@ mySampleRate (0)
}
////////////////////////////////////////////////////////////
/// Destructor
////////////////////////////////////////////////////////////
SoundFile::~SoundFile()
{
@ -57,8 +53,6 @@ SoundFile::~SoundFile()
}
////////////////////////////////////////////////////////////
/// Get the total number of samples in the file
////////////////////////////////////////////////////////////
std::size_t SoundFile::GetSamplesCount() const
{
@ -66,8 +60,6 @@ std::size_t SoundFile::GetSamplesCount() const
}
////////////////////////////////////////////////////////////
/// Get the number of channels used by the sound
////////////////////////////////////////////////////////////
unsigned int SoundFile::GetChannelsCount() const
{
@ -75,8 +67,6 @@ unsigned int SoundFile::GetChannelsCount() const
}
////////////////////////////////////////////////////////////
/// Get the sample rate of the sound
////////////////////////////////////////////////////////////
unsigned int SoundFile::GetSampleRate() const
{
@ -84,8 +74,6 @@ unsigned int SoundFile::GetSampleRate() const
}
////////////////////////////////////////////////////////////
/// Open the sound file for reading
////////////////////////////////////////////////////////////
bool SoundFile::OpenRead(const std::string& filename)
{
@ -111,8 +99,6 @@ bool SoundFile::OpenRead(const std::string& filename)
}
////////////////////////////////////////////////////////////
/// Open the sound file in memory for reading
////////////////////////////////////////////////////////////
bool SoundFile::OpenRead(const char* data, std::size_t sizeInBytes)
{
@ -120,22 +106,12 @@ bool SoundFile::OpenRead(const char* data, std::size_t sizeInBytes)
if (myFile)
sf_close(myFile);
// Define the I/O custom functions for reading from memory
SF_VIRTUAL_IO io;
io.get_filelen = &SoundFile::MemoryGetLength;
io.read = &SoundFile::MemoryRead;
io.seek = &SoundFile::MemorySeek;
io.tell = &SoundFile::MemoryTell;
io.write = &SoundFile::MemoryWrite;
// Initialize the memory data
myMemory.DataStart = data;
myMemory.DataPtr = data;
myMemory.TotalSize = sizeInBytes;
// Prepare the memory I/O structure
SF_VIRTUAL_IO io = myMemoryIO.Prepare(data, sizeInBytes);
// Open the sound file
SF_INFO fileInfos;
myFile = sf_open_virtual(&io, SFM_READ, &fileInfos, &myMemory);
myFile = sf_open_virtual(&io, SFM_READ, &fileInfos, &myMemoryIO);
if (!myFile)
{
std::cerr << "Failed to read sound file from memory (" << sf_strerror(myFile) << ")" << std::endl;
@ -151,8 +127,6 @@ bool SoundFile::OpenRead(const char* data, std::size_t sizeInBytes)
}
////////////////////////////////////////////////////////////
/// Open the sound file for writing
////////////////////////////////////////////////////////////
bool SoundFile::OpenWrite(const std::string& filename, unsigned int channelsCount, unsigned int sampleRate)
{
@ -192,8 +166,6 @@ bool SoundFile::OpenWrite(const std::string& filename, unsigned int channelsCoun
}
////////////////////////////////////////////////////////////
/// Read samples from the loaded sound
////////////////////////////////////////////////////////////
std::size_t SoundFile::Read(Int16* data, std::size_t nbSamples)
{
@ -204,8 +176,6 @@ std::size_t SoundFile::Read(Int16* data, std::size_t nbSamples)
}
////////////////////////////////////////////////////////////
/// Write samples to the file
////////////////////////////////////////////////////////////
void SoundFile::Write(const Int16* data, std::size_t nbSamples)
{
@ -224,8 +194,6 @@ void SoundFile::Write(const Int16* data, std::size_t nbSamples)
}
////////////////////////////////////////////////////////////
/// Move the current reading position in the file
////////////////////////////////////////////////////////////
void SoundFile::Seek(float timeOffset)
{
@ -237,9 +205,6 @@ void SoundFile::Seek(float timeOffset)
}
////////////////////////////////////////////////////////////
/// Get the internal format of an audio file according to
/// its filename extension
////////////////////////////////////////////////////////////
int SoundFile::GetFormatFromFilename(const std::string& filename)
{
@ -281,65 +246,87 @@ int SoundFile::GetFormatFromFilename(const std::string& filename)
////////////////////////////////////////////////////////////
/// Functions for implementing custom read and write to memory files
////////////////////////////////////////////////////////////
sf_count_t SoundFile::MemoryGetLength(void* userData)
SF_VIRTUAL_IO SoundFile::MemoryIO::Prepare(const char* data, std::size_t sizeInBytes)
{
MemoryInfos* memory = static_cast<MemoryInfos*>(userData);
// Setup the I/O functions
SF_VIRTUAL_IO io;
io.get_filelen = &SoundFile::MemoryIO::GetLength;
io.read = &SoundFile::MemoryIO::Read;
io.seek = &SoundFile::MemoryIO::Seek;
io.tell = &SoundFile::MemoryIO::Tell;
io.write = &SoundFile::MemoryIO::Write;
return memory->TotalSize;
// Initialize the memory data
myDataStart = data;
myDataPtr = data;
myTotalSize = sizeInBytes;
return io;
}
sf_count_t SoundFile::MemoryRead(void* ptr, sf_count_t count, void* userData)
////////////////////////////////////////////////////////////
sf_count_t SoundFile::MemoryIO::GetLength(void* userData)
{
MemoryInfos* memory = static_cast<MemoryInfos*>(userData);
MemoryIO* self = static_cast<MemoryIO*>(userData);
sf_count_t position = memory->DataPtr - memory->DataStart;
if (position + count >= memory->TotalSize)
count = memory->TotalSize - position;
return self->myTotalSize;
}
memcpy(ptr, memory->DataPtr, static_cast<std::size_t>(count));
memory->DataPtr += count;
////////////////////////////////////////////////////////////
sf_count_t SoundFile::MemoryIO::Read(void* ptr, sf_count_t count, void* userData)
{
MemoryIO* self = static_cast<MemoryIO*>(userData);
sf_count_t position = self->myDataPtr - self->myDataStart;
if (position + count >= self->myTotalSize)
count = self->myTotalSize - position;
memcpy(ptr, self->myDataPtr, static_cast<std::size_t>(count));
self->myDataPtr += count;
return count;
}
sf_count_t SoundFile::MemorySeek(sf_count_t offset, int whence, void* userData)
////////////////////////////////////////////////////////////
sf_count_t SoundFile::MemoryIO::Seek(sf_count_t offset, int whence, void* userData)
{
MemoryInfos* memory = static_cast<MemoryInfos*>(userData);
MemoryIO* self = static_cast<MemoryIO*>(userData);
sf_count_t position = 0;
switch (whence)
{
case SEEK_SET :
position = offset;
break;
case SEEK_CUR :
position = memory->DataPtr - memory->DataStart + offset;
break;
case SEEK_END :
position = memory->TotalSize - offset;
break;
default :
position = 0;
break;
case SEEK_SET : position = offset; break;
case SEEK_CUR : position = self->myDataPtr - self->myDataStart + offset; break;
case SEEK_END : position = self->myTotalSize - offset; break;
default : position = 0; break;
}
if (position >= memory->TotalSize)
position = memory->TotalSize - 1;
if (position >= self->myTotalSize)
position = self->myTotalSize - 1;
else if (position < 0)
position = 0;
memory->DataPtr = memory->DataStart + position;
self->myDataPtr = self->myDataStart + position;
return position;
}
sf_count_t SoundFile::MemoryTell(void* userData)
{
MemoryInfos* memory = static_cast<MemoryInfos*>(userData);
return memory->DataPtr - memory->DataStart;
////////////////////////////////////////////////////////////
sf_count_t SoundFile::MemoryIO::Tell(void* userData)
{
MemoryIO* self = static_cast<MemoryIO*>(userData);
return self->myDataPtr - self->myDataStart;
}
sf_count_t SoundFile::MemoryWrite(const void*, sf_count_t, void*)
////////////////////////////////////////////////////////////
sf_count_t SoundFile::MemoryIO::Write(const void*, sf_count_t, void*)
{
return 0;
}

View File

@ -38,27 +38,27 @@ namespace sf
namespace priv
{
////////////////////////////////////////////////////////////
/// SoundFile is used to load and save various sampled
/// sound file formats
/// \brief Provide read and write access to sound files
///
////////////////////////////////////////////////////////////
class SoundFile : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
SoundFile();
////////////////////////////////////////////////////////////
/// Destructor
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~SoundFile();
////////////////////////////////////////////////////////////
/// Get the total number of samples in the file
/// \brief Get the total number of audio samples in the file
///
/// \return Number of samples
///
@ -66,7 +66,7 @@ public :
std::size_t GetSamplesCount() const;
////////////////////////////////////////////////////////////
/// Get the number of channels used by the sound
/// \brief Get the number of channels used by the sound
///
/// \return Number of channels (1 = mono, 2 = stereo)
///
@ -74,17 +74,17 @@ public :
unsigned int GetChannelsCount() const;
////////////////////////////////////////////////////////////
/// Get the sample rate of the sound
/// \brief Get the sample rate of the sound
///
/// \return Sample rate, in samples / sec
/// \return Sample rate, in samples per second
///
////////////////////////////////////////////////////////////
unsigned int GetSampleRate() const;
////////////////////////////////////////////////////////////
/// Open the sound file for reading
/// \brief Open a sound file for reading
///
/// \param filename : Path of sound file to load
/// \param filename Path of the sound file to load
///
/// \return True if the file was successfully opened
///
@ -92,10 +92,10 @@ public :
bool OpenRead(const std::string& filename);
////////////////////////////////////////////////////////////
/// Open the sound file in memory for reading
/// \brief Open a sound file in memory for reading
///
/// \param data : Pointer to the file data in memory
/// \param sizeInBytes : Size of the data to load, in bytes
/// \param data Pointer to the file data in memory
/// \param sizeInBytes Size of the data to load, in bytes
///
/// \return True if the file was successfully opened
///
@ -103,11 +103,11 @@ public :
bool OpenRead(const char* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// Open the sound file for writing
/// \brief a the sound file for writing
///
/// \param filename : Path of sound file to write
/// \param channelsCount : Number of channels in the sound
/// \param sampleRate : Sample rate of the sound
/// \param filename Path of the sound file to write
/// \param channelsCount Number of channels in the sound
/// \param sampleRate Sample rate of the sound
///
/// \return True if the file was successfully opened
///
@ -115,29 +115,29 @@ public :
bool OpenWrite(const std::string& filename, unsigned int channelsCount, unsigned int sampleRate);
////////////////////////////////////////////////////////////
/// Read samples from the loaded sound
/// \brief Read audio samples from the loaded sound
///
/// \param data : Pointer to the samples array to fill
/// \param nbSamples : Number of samples to read
/// \param data Pointer to the samples array to fill
/// \param nbSamples Number of samples to read
///
/// \return Number of samples read
/// \return Number of samples actually read (may be less than \a nbSamples)
///
////////////////////////////////////////////////////////////
std::size_t Read(Int16* data, std::size_t nbSamples);
////////////////////////////////////////////////////////////
/// Write samples to the file
/// \brief Write audio samples to the file
///
/// \param data : Pointer to the samples array to write
/// \param nbSamples : Number of samples to write
/// \param data Pointer to the samples array to write
/// \param nbSamples Number of samples to write
///
////////////////////////////////////////////////////////////
void Write(const Int16* data, std::size_t nbSamples);
////////////////////////////////////////////////////////////
/// Move the current reading position in the file
/// \brief Change the current read position in the file
///
/// \param timeOffset : New position, expressed in seconds
/// \param timeOffset New read position, in seconds
///
////////////////////////////////////////////////////////////
void Seek(float timeOffset);
@ -145,10 +145,10 @@ public :
private :
////////////////////////////////////////////////////////////
/// Get the internal format of an audio file according to
/// its filename extension
/// \brief Get the internal format of an audio file according to
/// its filename extension
///
/// \param filename : Filename to check
/// \param filename Filename to check
///
/// \return Internal format matching the filename (-1 if no match)
///
@ -156,30 +156,33 @@ private :
static int GetFormatFromFilename(const std::string& filename);
////////////////////////////////////////////////////////////
/// Functions for implementing custom read and write to memory files
/// \brief Provide I/O functions for manipulating files in memory
///
////////////////////////////////////////////////////////////
static sf_count_t MemoryGetLength(void* UserData);
static sf_count_t MemoryRead(void* Ptr, sf_count_t Count, void* UserData);
static sf_count_t MemorySeek(sf_count_t Offset, int Whence, void* UserData);
static sf_count_t MemoryTell(void* UserData);
static sf_count_t MemoryWrite(const void* Ptr, sf_count_t Count, void* UserData);
////////////////////////////////////////////////////////////
/// Structure holding data related to memory operations
////////////////////////////////////////////////////////////
struct MemoryInfos
class MemoryIO
{
const char* DataStart; ///< Pointer to the begining of the data
const char* DataPtr; ///< Pointer to the current read / write position
sf_count_t TotalSize; ///< Total size of the data, in bytes
public :
SF_VIRTUAL_IO Prepare(const char* data, std::size_t sizeInBytes);
private :
static sf_count_t GetLength(void* UserData);
static sf_count_t Read(void* Ptr, sf_count_t Count, void* UserData);
static sf_count_t Seek(sf_count_t Offset, int Whence, void* UserData);
static sf_count_t Tell(void* UserData);
static sf_count_t Write(const void* Ptr, sf_count_t Count, void* UserData);
const char* myDataStart;
const char* myDataPtr;
sf_count_t myTotalSize;
};
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SNDFILE* myFile; ///< File descriptor
MemoryInfos myMemory; ///< Memory read / write data
MemoryIO myMemoryIO; ///< Memory read / write data
std::size_t myNbSamples; ///< Total number of samples in the file
unsigned int myChannelsCount; ///< Number of channels used by the sound
unsigned int mySampleRate; ///< Number of samples per second

View File

@ -27,7 +27,7 @@
////////////////////////////////////////////////////////////
#include <SFML/Audio/SoundRecorder.hpp>
#include <SFML/Audio/AudioDevice.hpp>
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/ALCheck.hpp>
#include <SFML/System/Sleep.hpp>
#include <iostream>
@ -43,8 +43,6 @@ namespace
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
SoundRecorder::SoundRecorder() :
mySampleRate (0),
myIsCapturing(false)
@ -53,8 +51,6 @@ myIsCapturing(false)
}
////////////////////////////////////////////////////////////
/// Virtual destructor
////////////////////////////////////////////////////////////
SoundRecorder::~SoundRecorder()
{
@ -62,9 +58,6 @@ SoundRecorder::~SoundRecorder()
}
////////////////////////////////////////////////////////////
/// Start the capture.
/// Warning : only one capture can happen at the same time
////////////////////////////////////////////////////////////
void SoundRecorder::Start(unsigned int sampleRate)
{
@ -109,8 +102,6 @@ void SoundRecorder::Start(unsigned int sampleRate)
}
////////////////////////////////////////////////////////////
/// Stop the capture
////////////////////////////////////////////////////////////
void SoundRecorder::Stop()
{
@ -120,8 +111,6 @@ void SoundRecorder::Stop()
}
////////////////////////////////////////////////////////////
/// Get the sample rate
////////////////////////////////////////////////////////////
unsigned int SoundRecorder::GetSampleRate() const
{
@ -129,9 +118,6 @@ unsigned int SoundRecorder::GetSampleRate() const
}
////////////////////////////////////////////////////////////
/// Tell if the system supports sound capture.
/// If not, this class won't be usable
////////////////////////////////////////////////////////////
bool SoundRecorder::CanCapture()
{
@ -141,8 +127,6 @@ bool SoundRecorder::CanCapture()
}
////////////////////////////////////////////////////////////
/// Start recording audio data
////////////////////////////////////////////////////////////
bool SoundRecorder::OnStart()
{
@ -151,8 +135,6 @@ bool SoundRecorder::OnStart()
}
////////////////////////////////////////////////////////////
/// Stop recording audio data
////////////////////////////////////////////////////////////
void SoundRecorder::OnStop()
{
@ -160,8 +142,6 @@ void SoundRecorder::OnStop()
}
////////////////////////////////////////////////////////////
/// /see Thread::Run
////////////////////////////////////////////////////////////
void SoundRecorder::Run()
{
@ -182,8 +162,6 @@ void SoundRecorder::Run()
}
////////////////////////////////////////////////////////////
/// Get available captured samples and process them
////////////////////////////////////////////////////////////
void SoundRecorder::ProcessCapturedSamples()
{
@ -207,8 +185,6 @@ void SoundRecorder::ProcessCapturedSamples()
}
////////////////////////////////////////////////////////////
/// Clean up recorder internal resources
////////////////////////////////////////////////////////////
void SoundRecorder::CleanUp()
{

View File

@ -27,15 +27,13 @@
////////////////////////////////////////////////////////////
#include <SFML/Audio/SoundStream.hpp>
#include <SFML/Audio/AudioDevice.hpp>
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/ALCheck.hpp>
#include <SFML/System/Sleep.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
SoundStream::SoundStream() :
myIsStreaming (false),
myChannelsCount (0),
@ -48,8 +46,6 @@ mySamplesProcessed(0)
}
////////////////////////////////////////////////////////////
/// Virtual destructor
////////////////////////////////////////////////////////////
SoundStream::~SoundStream()
{
@ -58,8 +54,6 @@ SoundStream::~SoundStream()
}
////////////////////////////////////////////////////////////
/// Set the audio stream parameters, you must call it before Play()
////////////////////////////////////////////////////////////
void SoundStream::Initialize(unsigned int channelsCount, unsigned int sampleRate)
{
@ -79,8 +73,6 @@ void SoundStream::Initialize(unsigned int channelsCount, unsigned int sampleRate
}
////////////////////////////////////////////////////////////
/// Start playing the audio stream
////////////////////////////////////////////////////////////
void SoundStream::Play()
{
@ -108,8 +100,6 @@ void SoundStream::Play()
}
////////////////////////////////////////////////////////////
/// Stop playing the audio stream
////////////////////////////////////////////////////////////
void SoundStream::Stop()
{
@ -119,8 +109,6 @@ void SoundStream::Stop()
}
////////////////////////////////////////////////////////////
/// Return the number of channels (1 = mono, 2 = stereo, ...)
////////////////////////////////////////////////////////////
unsigned int SoundStream::GetChannelsCount() const
{
@ -128,8 +116,6 @@ unsigned int SoundStream::GetChannelsCount() const
}
////////////////////////////////////////////////////////////
/// Get the sound frequency (sample rate)
////////////////////////////////////////////////////////////
unsigned int SoundStream::GetSampleRate() const
{
@ -137,8 +123,6 @@ unsigned int SoundStream::GetSampleRate() const
}
////////////////////////////////////////////////////////////
/// Get the status of the sound (stopped, paused, playing)
////////////////////////////////////////////////////////////
Sound::Status SoundStream::GetStatus() const
{
@ -152,8 +136,6 @@ Sound::Status SoundStream::GetStatus() const
}
////////////////////////////////////////////////////////////
/// Set the current playing position of the stream
////////////////////////////////////////////////////////////
void SoundStream::SetPlayingOffset(float timeOffset)
{
@ -170,11 +152,6 @@ void SoundStream::SetPlayingOffset(float timeOffset)
}
////////////////////////////////////////////////////////////
/// Get the current playing position of the stream
///
/// \return Current playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
float SoundStream::GetPlayingOffset() const
{
@ -182,8 +159,6 @@ float SoundStream::GetPlayingOffset() const
}
////////////////////////////////////////////////////////////
/// Set the music loop state
////////////////////////////////////////////////////////////
void SoundStream::SetLoop(bool loop)
{
@ -191,8 +166,6 @@ void SoundStream::SetLoop(bool loop)
}
////////////////////////////////////////////////////////////
/// Tell whether or not the music is looping
////////////////////////////////////////////////////////////
bool SoundStream::GetLoop() const
{
@ -200,8 +173,6 @@ bool SoundStream::GetLoop() const
}
////////////////////////////////////////////////////////////
/// /see Thread::Run
////////////////////////////////////////////////////////////
void SoundStream::Run()
{
@ -295,9 +266,6 @@ void SoundStream::Run()
}
////////////////////////////////////////////////////////////
/// Fill a new buffer with audio data, and push it to the
/// playing queue
////////////////////////////////////////////////////////////
bool SoundStream::FillAndPushBuffer(unsigned int buffer)
{
@ -323,8 +291,6 @@ bool SoundStream::FillAndPushBuffer(unsigned int buffer)
}
////////////////////////////////////////////////////////////
/// Fill the buffers queue with all available buffers
////////////////////////////////////////////////////////////
bool SoundStream::FillQueue()
{
@ -340,8 +306,6 @@ bool SoundStream::FillQueue()
}
////////////////////////////////////////////////////////////
/// Clear the queue of any remaining buffers
////////////////////////////////////////////////////////////
void SoundStream::ClearQueue()
{

View File

@ -31,6 +31,8 @@
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// Check the last OpenGL error
////////////////////////////////////////////////////////////
@ -119,4 +121,6 @@ void EnsureGlewInit()
}
}
} // namespace priv
} // namespace sf

View File

@ -35,6 +35,8 @@
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// Let's define a macro to quickly check every OpenGL
/// API calls
@ -42,7 +44,7 @@ namespace sf
#ifdef SFML_DEBUG
// In debug mode, perform a test on every OpenGL call
#define GLCheck(call) ((call), GLCheckError(__FILE__, __LINE__))
#define GLCheck(call) ((call), priv::GLCheckError(__FILE__, __LINE__))
#else
@ -51,7 +53,6 @@ namespace sf
#endif
////////////////////////////////////////////////////////////
/// Check the last OpenGL error
///
@ -67,6 +68,8 @@ void GLCheckError(const std::string& file, unsigned int line);
////////////////////////////////////////////////////////////
void EnsureGlewInit();
} // namespace priv
} // namespace sf

View File

@ -36,7 +36,7 @@ namespace priv
////////////////////////////////////////////////////////////
bool GeometryRendererVA::IsSupported()
{
EnsureGlewInit();
priv::EnsureGlewInit();
return glewIsSupported("GL_EXT_vertex_array") != 0;
}
@ -46,7 +46,7 @@ bool GeometryRendererVA::IsSupported()
GeometryRendererVA::GeometryRendererVA() :
myIndices(NULL)
{
EnsureGlewInit();
priv::EnsureGlewInit();
myCanLock = glewIsSupported("GL_EXT_compiled_vertex_array") != 0;
}

View File

@ -35,7 +35,7 @@ namespace priv
////////////////////////////////////////////////////////////
bool GeometryRendererVBO::IsSupported()
{
EnsureGlewInit();
priv::EnsureGlewInit();
return glewIsSupported("GL_ARB_vertex_buffer_object") != 0;
}
@ -46,7 +46,7 @@ GeometryRendererVBO::GeometryRendererVBO() :
myVertexBufferSize(0),
myIndexBufferSize (0)
{
EnsureGlewInit();
priv::EnsureGlewInit();
// Create the buffers
GLCheck(glGenBuffersARB(1, &myVertexBuffer));

View File

@ -582,7 +582,7 @@ FloatRect Image::GetTexCoords(const IntRect& rect) const
unsigned int Image::GetValidTextureSize(unsigned int size)
{
// Make sure that GLEW is initialized
EnsureGlewInit();
priv::EnsureGlewInit();
if (glewIsSupported("GL_ARB_texture_non_power_of_two") != 0)
{
@ -740,7 +740,7 @@ void Image::EnsureArrayUpdate()
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
GLCheck(glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &allPixels[0]));
// The we copy the useful pixels from the temporary array to the final one
// Then we copy the useful pixels from the temporary array to the final one
const Color* src = &allPixels[0];
Color* dst = &myPixels[0];
int srcPitch = myTextureWidth;

View File

@ -44,7 +44,7 @@ PostFX::PostFX() :
myShaderProgram(0)
{
// Make sure that GLEW is initialized
EnsureGlewInit();
priv::EnsureGlewInit();
// No filtering on frame buffer
myFrameBuffer.SetSmooth(false);
@ -263,7 +263,7 @@ PostFX& PostFX::operator =(const PostFX& other)
bool PostFX::CanUsePostFX()
{
// Make sure that GLEW is initialized
EnsureGlewInit();
priv::EnsureGlewInit();
return glewIsSupported("GL_ARB_shading_language_100") != 0 &&
glewIsSupported("GL_ARB_shader_objects") != 0 &&

View File

@ -73,7 +73,7 @@ RenderImageImplFBO::~RenderImageImplFBO()
bool RenderImageImplFBO::IsSupported()
{
// Make sure that GLEW is initialized
EnsureGlewInit();
priv::EnsureGlewInit();
return glewIsSupported("GL_EXT_framebuffer_object") != 0;
}

View File

@ -77,7 +77,7 @@ RenderImageImplPBuffer::~RenderImageImplPBuffer()
bool RenderImageImplPBuffer::IsSupported()
{
// Make sure that GLEW is initialized
EnsureGlewInit();
priv::EnsureGlewInit();
return wglewIsSupported("WGL_ARB_pbuffer") &&
wglewIsSupported("WGL_ARB_pixel_format");

View File

@ -313,43 +313,43 @@ myPort(0)
////////////////////////////////////////////////////////////
/// Construct the Http instance with the target host
////////////////////////////////////////////////////////////
Http::Http(const std::string& Host, unsigned short Port)
Http::Http(const std::string& host, unsigned short port)
{
SetHost(Host, Port);
SetHost(host, port);
}
////////////////////////////////////////////////////////////
/// Set the target host
////////////////////////////////////////////////////////////
void Http::SetHost(const std::string& Host, unsigned short Port)
void Http::SetHost(const std::string& host, unsigned short port)
{
// Detect the protocol used
std::string Protocol = ToLower(Host.substr(0, 8));
if (Protocol.substr(0, 7) == "http://")
std::string protocol = ToLower(host.substr(0, 8));
if (protocol.substr(0, 7) == "http://")
{
// HTTP protocol
myHostName = Host.substr(7);
myPort = (Port != 0 ? Port : 80);
myHostName = host.substr(7);
myPort = (port != 0 ? port : 80);
}
else if (Protocol == "https://")
else if (protocol == "https://")
{
// HTTPS protocol
myHostName = Host.substr(8);
myPort = (Port != 0 ? Port : 443);
myHostName = host.substr(8);
myPort = (port != 0 ? port : 443);
}
else
{
// Undefined protocol - use HTTP
myHostName = Host;
myPort = (Port != 0 ? Port : 80);
myHostName = host;
myPort = (port != 0 ? port : 80);
}
// Remove any trailing '/' from the host name
if (!myHostName.empty() && (*myHostName.rbegin() == '/'))
myHostName.erase(myHostName.size() - 1);
myHost = sf::IPAddress(myHostName);
myHost = IPAddress(myHostName);
}
@ -361,62 +361,62 @@ void Http::SetHost(const std::string& Host, unsigned short Port)
/// not return instantly; use a thread if you don't want to block your
/// application.
////////////////////////////////////////////////////////////
Http::Response Http::SendRequest(const Http::Request& Req, float Timeout)
Http::Response Http::SendRequest(const Http::Request& request, float timeout)
{
// First make sure the request is valid -- add missing mandatory fields
Request ToSend(Req);
if (!ToSend.HasField("From"))
Request toSend(request);
if (!toSend.HasField("From"))
{
ToSend.SetField("From", "user@sfml-dev.org");
toSend.SetField("From", "user@sfml-dev.org");
}
if (!ToSend.HasField("User-Agent"))
if (!toSend.HasField("User-Agent"))
{
ToSend.SetField("User-Agent", "libsfml-network/1.x");
toSend.SetField("User-Agent", "libsfml-network/2.x");
}
if (!ToSend.HasField("Host"))
if (!toSend.HasField("Host"))
{
ToSend.SetField("Host", myHostName);
toSend.SetField("Host", myHostName);
}
if (!ToSend.HasField("Content-Length"))
if (!toSend.HasField("Content-Length"))
{
std::ostringstream Out;
Out << ToSend.myBody.size();
ToSend.SetField("Content-Length", Out.str());
std::ostringstream out;
out << toSend.myBody.size();
toSend.SetField("Content-Length", out.str());
}
if ((ToSend.myMethod == Request::Post) && !ToSend.HasField("Content-Type"))
if ((toSend.myMethod == Request::Post) && !toSend.HasField("Content-Type"))
{
ToSend.SetField("Content-Type", "application/x-www-form-urlencoded");
toSend.SetField("Content-Type", "application/x-www-form-urlencoded");
}
if ((ToSend.myMajorVersion * 10 + ToSend.myMinorVersion >= 11) && !ToSend.HasField("Connection"))
if ((toSend.myMajorVersion * 10 + toSend.myMinorVersion >= 11) && !toSend.HasField("Connection"))
{
ToSend.SetField("Connection", "close");
toSend.SetField("Connection", "close");
}
// Prepare the response
Response Received;
Response received;
// Connect the socket to the host
if (myConnection.Connect(myPort, myHost, Timeout) == Socket::Done)
if (myConnection.Connect(myPort, myHost, timeout) == Socket::Done)
{
// Convert the request to string and send it through the connected socket
std::string RequestStr = ToSend.ToString();
std::string requestStr = toSend.ToString();
if (!RequestStr.empty())
if (!requestStr.empty())
{
// Send it through the socket
if (myConnection.Send(RequestStr.c_str(), RequestStr.size()) == sf::Socket::Done)
if (myConnection.Send(requestStr.c_str(), requestStr.size()) == sf::Socket::Done)
{
// Wait for the server's response
std::string ReceivedStr;
std::size_t Size = 0;
char Buffer[1024];
while (myConnection.Receive(Buffer, sizeof(Buffer), Size) == sf::Socket::Done)
std::string receivedStr;
std::size_t size = 0;
char buffer[1024];
while (myConnection.Receive(buffer, sizeof(buffer), size) == sf::Socket::Done)
{
ReceivedStr.append(Buffer, Buffer + Size);
receivedStr.append(buffer, buffer + size);
}
// Build the Response object from the received data
Received.FromString(ReceivedStr);
received.FromString(receivedStr);
}
}
@ -424,7 +424,7 @@ Http::Response Http::SendRequest(const Http::Request& Req, float Timeout)
myConnection.Close();
}
return Received;
return received;
}
} // namespace sf