Improved the API documentation in the audio module

Added sf::SoundSource as a base class of both sf::Sound and sf::SoundStream

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1253 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-10-30 16:14:26 +00:00
parent 3c0d42fdd0
commit 7d5f354850
14 changed files with 682 additions and 386 deletions

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@ -116,6 +116,7 @@
<Unit filename="..\..\include\SFML\Audio\SoundBuffer.hpp" /> <Unit filename="..\..\include\SFML\Audio\SoundBuffer.hpp" />
<Unit filename="..\..\include\SFML\Audio\SoundBufferRecorder.hpp" /> <Unit filename="..\..\include\SFML\Audio\SoundBufferRecorder.hpp" />
<Unit filename="..\..\include\SFML\Audio\SoundRecorder.hpp" /> <Unit filename="..\..\include\SFML\Audio\SoundRecorder.hpp" />
<Unit filename="..\..\include\SFML\Audio\SoundSource.hpp" />
<Unit filename="..\..\include\SFML\Audio\SoundStream.hpp" /> <Unit filename="..\..\include\SFML\Audio\SoundStream.hpp" />
<Unit filename="..\..\src\SFML\Audio\ALCheck.cpp" /> <Unit filename="..\..\src\SFML\Audio\ALCheck.cpp" />
<Unit filename="..\..\src\SFML\Audio\ALCheck.hpp" /> <Unit filename="..\..\src\SFML\Audio\ALCheck.hpp" />
@ -129,6 +130,7 @@
<Unit filename="..\..\src\SFML\Audio\SoundFile.cpp" /> <Unit filename="..\..\src\SFML\Audio\SoundFile.cpp" />
<Unit filename="..\..\src\SFML\Audio\SoundFile.hpp" /> <Unit filename="..\..\src\SFML\Audio\SoundFile.hpp" />
<Unit filename="..\..\src\SFML\Audio\SoundRecorder.cpp" /> <Unit filename="..\..\src\SFML\Audio\SoundRecorder.cpp" />
<Unit filename="..\..\src\SFML\Audio\SoundSource.cpp" />
<Unit filename="..\..\src\SFML\Audio\SoundStream.cpp" /> <Unit filename="..\..\src\SFML\Audio\SoundStream.cpp" />
<Extensions> <Extensions>
<code_completion /> <code_completion />

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@ -415,6 +415,14 @@
RelativePath="..\..\include\SFML\Audio\SoundRecorder.hpp" RelativePath="..\..\include\SFML\Audio\SoundRecorder.hpp"
> >
</File> </File>
<File
RelativePath="..\..\src\SFML\Audio\SoundSource.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Audio\SoundSource.hpp"
>
</File>
<File <File
RelativePath="..\..\src\SFML\Audio\SoundStream.cpp" RelativePath="..\..\src\SFML\Audio\SoundStream.cpp"
> >

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@ -415,6 +415,14 @@
RelativePath="..\..\include\SFML\Audio\SoundRecorder.hpp" RelativePath="..\..\include\SFML\Audio\SoundRecorder.hpp"
> >
</File> </File>
<File
RelativePath="..\..\src\SFML\Audio\SoundSource.cpp"
>
</File>
<File
RelativePath="..\..\include\SFML\Audio\SoundSource.hpp"
>
</File>
<File <File
RelativePath="..\..\src\SFML\Audio\SoundStream.cpp" RelativePath="..\..\src\SFML\Audio\SoundStream.cpp"
> >

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@ -28,9 +28,8 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Headers // Headers
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
#include <SFML/Config.hpp> #include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Resource.hpp> #include <SFML/System/Resource.hpp>
#include <SFML/System/Vector3.hpp>
#include <cstdlib> #include <cstdlib>
@ -39,231 +38,153 @@ namespace sf
class SoundBuffer; class SoundBuffer;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Sound defines the properties of a sound such as position, /// \brief Regular sound that can be played in the audio environment
/// volume, pitch, etc. ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
class SFML_API Sound class SFML_API Sound : public SoundSource
{ {
public : public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Enumeration of the sound states /// \brief Default constructor
////////////////////////////////////////////////////////////
enum Status
{
Stopped, ///< Sound is not playing
Paused, ///< Sound is paused
Playing ///< Sound is playing
};
////////////////////////////////////////////////////////////
/// Default constructor
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound(); Sound();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Construct the sound from its parameters /// \brief Construct the sound with parameters
/// ///
/// \param buffer : Sound buffer to play /// \param buffer Sound buffer containing the audio data to play with the sound
/// \param loop : Loop flag /// \param loop Should the sound loop?
/// \param pitch : Value of the pitch /// \param pitch Pitch of the sound
/// \param volume : Volume /// \param volume Volume of the sound, in the range [0, 100]
/// \param position : Position /// \param position 3D position of the sound source in the audio scene
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0)); Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0));
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Copy constructor /// \brief Copy constructor
/// ///
/// \param copy : Instance to copy /// \param copy Instance to copy
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound(const Sound& copy); Sound(const Sound& copy);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Destructor /// \brief Destructor
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
~Sound(); ~Sound();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Play the sound /// \brief Start or resume playing the sound
///
/// This function starts the sound 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 sound is played.
///
/// \see Pause, Stop
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Play(); void Play();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Pause the sound /// \brief Pause the sound
///
/// This function pauses the sound if it was playing,
/// otherwise (sound already paused or stopped) it has no effect.
///
/// \see Play, Stop
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Pause(); void Pause();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Stop the sound /// \brief Stop playing the sound
///
/// This function stops the sound 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(); void Stop();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Set the source buffer /// \brief Set the source buffer containing the audio data to play
/// ///
/// \param buffer : New sound buffer to bind to the sound /// It is important to note that the sound buffer is not copied,
/// thus the sf::SoundBuffer instance must remain alive as long
/// as it is attached to the sound.
///
/// \param buffer Sound buffer to attach to the sound
///
/// \see GetBuffer
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetBuffer(const SoundBuffer& buffer); void SetBuffer(const SoundBuffer& buffer);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Set the sound loop state. /// \brief Set whether or not the sound should loop after reaching the end
/// This parameter is disabled by default
/// ///
/// \param loop : True to play in loop, false to play once /// If set, the sound 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 sound is false.
///
/// \param loop True to play in loop, false to play once
///
/// \see GetLoop
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetLoop(bool loop); void SetLoop(bool loop);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Set the sound pitch. /// \brief Change the current playing position of the sound
/// The default pitch is 1
/// ///
/// \param pitch : New pitch /// The playing position can be changed when the sound is
/// either paused or playing.
/// ///
//////////////////////////////////////////////////////////// /// \param timeOffset New playing position, in seconds
void SetPitch(float pitch);
////////////////////////////////////////////////////////////
/// Set the sound volume.
/// The default volume is 100
/// ///
/// \param volume : Volume (in range [0, 100]) /// \see GetPlayingOffset
///
////////////////////////////////////////////////////////////
void SetVolume(float volume);
////////////////////////////////////////////////////////////
/// Set the sound position (take 3 values).
/// The default position is (0, 0, 0)
///
/// \param x, y, z : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(float x, float y, float z);
////////////////////////////////////////////////////////////
/// Set the sound position (take a 3D vector).
/// The default position is (0, 0, 0)
///
/// \param position : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// Make the sound's position relative to the listener's
/// position, or absolute.
/// The default value is false (absolute)
///
/// \param relative : True to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
void SetRelativeToListener(bool relative);
////////////////////////////////////////////////////////////
/// Set the minimum distance - closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default minimum distance is 1.0
///
/// \param distance : New minimum distance for the sound
///
////////////////////////////////////////////////////////////
void SetMinDistance(float distance);
////////////////////////////////////////////////////////////
/// 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
///
/// \param attenuation : New attenuation factor for the sound
///
////////////////////////////////////////////////////////////
void SetAttenuation(float attenuation);
////////////////////////////////////////////////////////////
/// Set the current playing position of the sound
///
/// \param timeOffset : New playing position, expressed in seconds
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetPlayingOffset(float timeOffset); void SetPlayingOffset(float timeOffset);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the source buffer /// \brief Get the audio buffer attached to the sound
/// ///
/// \return Sound buffer bound to the sound (can be NULL) /// \return Sound buffer attached to the sound (can be NULL)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const SoundBuffer* GetBuffer() const; const SoundBuffer* GetBuffer() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Tell whether or not the sound is looping /// \brief Tell whether or not the sound is in loop mode
/// ///
/// \return True if the sound is looping, false otherwise /// \return True if the sound is looping, false otherwise
/// ///
/// \see SetLoop
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool GetLoop() const; bool GetLoop() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the pitch /// \brief Get the current playing position of the sound
/// ///
/// \return Pitch value /// \return Current playing position, in seconds
///
/// \see SetPlayingOffset
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
float GetPitch() const; float GetPlayingOffset() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the volume /// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Volume value (in range [1, 100])
///
////////////////////////////////////////////////////////////
float GetVolume() const;
////////////////////////////////////////////////////////////
/// Get the sound position
///
/// \return Position of the sound in the world
///
////////////////////////////////////////////////////////////
Vector3f GetPosition() const;
////////////////////////////////////////////////////////////
/// Tell if the sound's position is relative to the listener's
/// position, or if it's absolute
///
/// \return True if the position is relative, false if it's absolute
///
////////////////////////////////////////////////////////////
bool IsRelativeToListener() const;
////////////////////////////////////////////////////////////
/// Get the minimum distance
///
/// \return Minimum distance for the sound
///
////////////////////////////////////////////////////////////
float GetMinDistance() const;
////////////////////////////////////////////////////////////
/// Get the attenuation factor
///
/// \return Attenuation factor of the sound
///
////////////////////////////////////////////////////////////
float GetAttenuation() const;
////////////////////////////////////////////////////////////
/// Get the status of the sound (stopped, paused, playing)
/// ///
/// \return Current status of the sound /// \return Current status of the sound
/// ///
@ -271,31 +192,20 @@ public :
Status GetStatus() const; Status GetStatus() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the current playing position of the sound /// \brief Overload of assignment operator
/// ///
/// \return Current playing position, expressed in seconds /// \param right Instance to assign
///
/// \return Reference to self
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
float GetPlayingOffset() const; Sound& operator =(const Sound& right);
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Instance to assign
///
/// \return Reference to the sound
///
////////////////////////////////////////////////////////////
Sound& operator =(const Sound& other);
private : private :
friend class SoundStream;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Member data // Member data
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
unsigned int mySource; ///< OpenAL source identifier
ResourcePtr<SoundBuffer> myBuffer; ///< Sound buffer bound to the source ResourcePtr<SoundBuffer> myBuffer; ///< Sound buffer bound to the source
}; };
@ -303,3 +213,40 @@ private :
#endif // SFML_SOUND_HPP #endif // SFML_SOUND_HPP
////////////////////////////////////////////////////////////
/// \class sf::Sound
///
/// sf::Sound is the class to use to play sounds.
/// It provides:
/// \li Control (play, pause, stop)
/// \li Ability to modify output parameters in real-time (pitch, volume, ...)
/// \li 3D spatial features (position, attenuation, ...).
///
/// sf::Sound is perfect for playing short sounds that can
/// fit in memory and require no latency, like foot steps or
/// gun shots. For longer sounds, like background musics
/// or long speeches, rather see sf::Music (which is based
/// on streaming).
///
/// In order to work, a sound must be given a buffer of audio
/// data to play. Audio data (samples) is stored in sf::SoundBuffer,
/// and attached to a sound with the SetBuffer() function.
/// The buffer object attached to a sound must remain alive
/// as long as the sound uses it. Note that multiple sounds
/// can use the same sound buffer at the same time.
///
/// Usage example:
/// \code
/// sf::SoundBuffer buffer;
/// buffer.LoadFromFile("sound.wav");
///
/// sf::Sound sound;
/// sound.SetBuffer(buffer);
/// sound.Play();
/// \endcode
///
/// \see sf::SoundBuffer, sf::Music
///
////////////////////////////////////////////////////////////

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@ -0,0 +1,285 @@
////////////////////////////////////////////////////////////
//
// 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_SOUNDSOURCE_HPP
#define SFML_SOUNDSOURCE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Vector3.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Base class defining a sound's properties
///
////////////////////////////////////////////////////////////
class SFML_API SoundSource
{
public :
////////////////////////////////////////////////////////////
/// \brief Enumeration of the sound source states
///
////////////////////////////////////////////////////////////
enum Status
{
Stopped, ///< Sound is not playing
Paused, ///< Sound is paused
Playing ///< Sound is playing
};
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
SoundSource(const SoundSource& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~SoundSource();
////////////////////////////////////////////////////////////
/// \brief Set the pitch of the sound
///
/// The pitch represents the perceived fundamental frequency
/// of a sound; thus you can make a sound more acute or grave
/// by changing its pitch. A side effect of changing the pitch
/// is to modify the playing speed of the sound as well.
/// The default value for the pitch is 1.
///
/// \param pitch New pitch to apply to the sound
///
/// \see GetPitch
///
////////////////////////////////////////////////////////////
void SetPitch(float pitch);
////////////////////////////////////////////////////////////
/// \brief Set the volume of the sound
///
/// The volume is a value between 0 (mute) and 100 (full volume).
/// The default value for the volume is 100.
///
/// \param volume Volume of the sound
///
/// \see GetVolume
///
////////////////////////////////////////////////////////////
void SetVolume(float volume);
////////////////////////////////////////////////////////////
/// \brief Set the 3D position of the sound in the audio scene
///
/// Only sounds with one channel (mono sounds) can be
/// spatialized.
/// The default position of a sound is (0, 0, 0).
///
/// \param x X coordinate of the position of the sound in the scene
/// \param y Y coordinate of the position of the sound in the scene
/// \param z Z coordinate of the position of the sound in the scene
///
/// \see GetPosition
///
////////////////////////////////////////////////////////////
void SetPosition(float x, float y, float z);
////////////////////////////////////////////////////////////
/// \brief Set the 3D position of the sound in the audio scene
///
/// Only sounds with one channel (mono sounds) can be
/// spatialized.
/// The default position of a sound is (0, 0, 0).
///
/// \param position Position of the sound in the scene
///
/// \see GetPosition
///
////////////////////////////////////////////////////////////
void SetPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// \brief Make the sound's position relative to the listener or absolute
///
/// Making a sound relative to the listener will ensure that it will always
/// be played the same way regardless the position of the listener.
/// This can be useful for non-spatialized sounds, sounds that are
/// produced by the listener, or sounds attached to it.
/// The default value is false (position is absolute).
///
/// \param relative True to set the position relative, false to set it absolute
///
/// \see IsRelativeToListener
///
////////////////////////////////////////////////////////////
void SetRelativeToListener(bool relative);
////////////////////////////////////////////////////////////
/// \brief Set the minimum distance of the sound
///
/// The "minimum distance" of a sound is the maximum
/// distance at which it is heard at its maximum volume. Further
/// than the minimum distance, it will start to fade out according
/// to its attenuation factor. A value of 0 ("inside the head
/// of the listener") is an invalid value and is forbidden.
/// The default value of the minimum distance is 1.
///
/// \param distance New minimum distance of the sound
///
/// \see GetMinDistance, SetAttenuation
///
////////////////////////////////////////////////////////////
void SetMinDistance(float distance);
////////////////////////////////////////////////////////////
/// \brief Set the attenuation factor of the sound
///
/// The attenuation is a multiplicative factor which makes
/// the sound more or less loud according to its distance
/// from the listener. An attenuation of 0 will produce a
/// non-attenuated sound, i.e. its volume will always be the same
/// whether it is heard from near or from far. On the other hand,
/// an attenuation value such as 100 will make the sound fade out
/// very quickly as it gets further from the listener.
/// The default value of the attenuation is 1.
///
/// \param attenuation New attenuation factor of the sound
///
/// \see GetAttenuation, SetMinDistance
///
////////////////////////////////////////////////////////////
void SetAttenuation(float attenuation);
////////////////////////////////////////////////////////////
/// \brief Get the pitch of the sound
///
/// \return Pitch of the sound
///
/// \see SetPitch
///
////////////////////////////////////////////////////////////
float GetPitch() const;
////////////////////////////////////////////////////////////
/// \brief Get the volume of the sound
///
/// \return Volume of the sound, in the range [0, 100]
///
/// \see SetVolume
///
////////////////////////////////////////////////////////////
float GetVolume() const;
////////////////////////////////////////////////////////////
/// \brief Get the 3D position of the sound in the audio scene
///
/// \return Position of the sound
///
/// \see SetPosition
///
////////////////////////////////////////////////////////////
Vector3f GetPosition() const;
////////////////////////////////////////////////////////////
/// \brief Tell whether the sound's position is relative to the
/// listener or is absolute
///
/// \return True if the position is relative, false if it's absolute
///
/// \see SetRelativeToListener
///
////////////////////////////////////////////////////////////
bool IsRelativeToListener() const;
////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of the sound
///
/// \return Minimum distance of the sound
///
/// \see SetMinDistance, GetAttenuation
///
////////////////////////////////////////////////////////////
float GetMinDistance() const;
////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of the sound
///
/// \return Attenuation factor of the sound
///
/// \see SetAttenuation, GetMinDistance
///
////////////////////////////////////////////////////////////
float GetAttenuation() const;
protected :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor is meant ot be called by derived classes only.
///
////////////////////////////////////////////////////////////
SoundSource();
////////////////////////////////////////////////////////////
/// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
Status GetStatus() const;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int mySource; ///< OpenAL source identifier
};
} // namespace sf
#endif // SFML_SOUNDSOURCE_HPP
////////////////////////////////////////////////////////////
/// \class sf::SoundSource
///
/// sf::SoundSource is not meant to be used directly, it
/// only serves as a common base for all audio objects
/// that can live in the audio environment.
///
/// It defines several properties for the sound: pitch,
/// volume, position, attenuation, etc. All of them can be
/// changed at any time with no impact on performances.
///
/// \see sf::Sound, sf::SoundStream
///
////////////////////////////////////////////////////////////

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@ -28,7 +28,7 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Headers // Headers
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
#include <SFML/Audio/Sound.hpp> #include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Thread.hpp> #include <SFML/System/Thread.hpp>
#include <cstdlib> #include <cstdlib>
@ -39,28 +39,10 @@ namespace sf
/// \brief Abstract base class for streamed audio sources /// \brief Abstract base class for streamed audio sources
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
class SFML_API SoundStream : private Thread, private Sound class SFML_API SoundStream : public SoundSource, private Thread
{ {
public : public :
using Sound::Status;
using Sound::Stopped;
using Sound::Paused;
using Sound::Playing;
using Sound::Pause;
using Sound::SetPitch;
using Sound::SetVolume;
using Sound::SetPosition;
using Sound::SetRelativeToListener;
using Sound::SetMinDistance;
using Sound::SetAttenuation;
using Sound::GetPitch;
using Sound::GetVolume;
using Sound::GetPosition;
using Sound::IsRelativeToListener;
using Sound::GetMinDistance;
using Sound::GetAttenuation;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Structure defining a chunk of audio data to stream /// \brief Structure defining a chunk of audio data to stream
/// ///
@ -90,6 +72,17 @@ public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Play(); void Play();
////////////////////////////////////////////////////////////
/// \brief Pause the audio stream
///
/// This function pauses the stream if it was playing,
/// otherwise (stream already paused or stopped) it has no effect.
///
/// \see Play, Stop
///
////////////////////////////////////////////////////////////
void Pause();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Stop playing the audio stream /// \brief Stop playing the audio stream
/// ///
@ -172,7 +165,7 @@ public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Tell whether or not the stream is in loop mode /// \brief Tell whether or not the stream is in loop mode
/// ///
/// \return True if the music is looping, false otherwise /// \return True if the stream is looping, false otherwise
/// ///
/// \see SetLoop /// \see SetLoop
/// ///

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@ -91,34 +91,29 @@ AudioDevice::~AudioDevice()
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
AudioDevice& AudioDevice::GetInstance() bool AudioDevice::IsExtensionSupported(const std::string& extension)
{ {
return globalDevice; if ((extension.length() > 2) && (extension.substr(0, 3) == "ALC"))
return alcIsExtensionPresent(globalDevice.myDevice, extension.c_str()) != AL_FALSE;
else
return alIsExtensionPresent(extension.c_str()) != AL_FALSE;
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
ALCdevice* AudioDevice::GetDevice() const ALenum AudioDevice::GetFormatFromChannelsCount(unsigned int channelsCount)
{
return myDevice;
}
////////////////////////////////////////////////////////////
ALenum AudioDevice::GetFormatFromChannelsCount(unsigned int channelsCount) const
{ {
// Find the good format according to the number of channels // Find the good format according to the number of channels
switch (channelsCount) switch (channelsCount)
{ {
case 1 : return AL_FORMAT_MONO16; case 1 : return AL_FORMAT_MONO16;
case 2 : return AL_FORMAT_STEREO16; case 2 : return AL_FORMAT_STEREO16;
case 4 : return alGetEnumValue("AL_FORMAT_QUAD16"); case 4 : return alGetEnumValue("AL_FORMAT_QUAD16");
case 6 : return alGetEnumValue("AL_FORMAT_51CHN16"); case 6 : return alGetEnumValue("AL_FORMAT_51CHN16");
case 7 : return alGetEnumValue("AL_FORMAT_61CHN16"); case 7 : return alGetEnumValue("AL_FORMAT_61CHN16");
case 8 : return alGetEnumValue("AL_FORMAT_71CHN16"); case 8 : return alGetEnumValue("AL_FORMAT_71CHN16");
default : return 0;
} }
return 0;
} }
} // namespace priv } // namespace priv

View File

@ -60,20 +60,18 @@ public :
~AudioDevice(); ~AudioDevice();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Get the unique instance of the class /// \brief Check if an OpenAL extension is supported
/// ///
/// \return Unique instance of the class /// This functions automatically finds whether it
/// is an AL or ALC extension, and calls the corresponding
/// function.
///
/// \param extension Name of the extension to test
///
/// \return True if the extension is supported, false if not
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
static AudioDevice& GetInstance(); static bool IsExtensionSupported(const std::string& extension);
////////////////////////////////////////////////////////////
/// \brief Get the OpenAL audio device
///
/// \return OpenAL device (cannot be NULL)
///
////////////////////////////////////////////////////////////
ALCdevice* GetDevice() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Get the OpenAL format that matches the given number of channels /// \brief Get the OpenAL format that matches the given number of channels
@ -83,7 +81,7 @@ public :
/// \return Corresponding format /// \return Corresponding format
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
ALenum GetFormatFromChannelsCount(unsigned int channelsCount) const; static ALenum GetFormatFromChannelsCount(unsigned int channelsCount);
private : private :

View File

@ -35,8 +35,6 @@ namespace sf
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound::Sound() Sound::Sound()
{ {
ALCheck(alGenSources(1, &mySource));
ALCheck(alSourcei(mySource, AL_BUFFER, 0));
} }
@ -44,8 +42,6 @@ Sound::Sound()
Sound::Sound(const SoundBuffer& buffer, bool loop, float pitch, float volume, const Vector3f& position) : Sound::Sound(const SoundBuffer& buffer, bool loop, float pitch, float volume, const Vector3f& position) :
myBuffer(NULL) myBuffer(NULL)
{ {
ALCheck(alGenSources(1, &mySource));
SetBuffer(buffer); SetBuffer(buffer);
SetLoop(loop); SetLoop(loop);
SetPitch(pitch); SetPitch(pitch);
@ -56,34 +52,19 @@ myBuffer(NULL)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound::Sound(const Sound& copy) : Sound::Sound(const Sound& copy) :
myBuffer(NULL) SoundSource(copy),
myBuffer (NULL)
{ {
ALCheck(alGenSources(1, &mySource));
if (copy.myBuffer) if (copy.myBuffer)
SetBuffer(*copy.myBuffer); SetBuffer(*copy.myBuffer);
SetLoop(copy.GetLoop()); SetLoop(copy.GetLoop());
SetPitch(copy.GetPitch());
SetVolume(copy.GetVolume());
SetPosition(copy.GetPosition());
SetRelativeToListener(copy.IsRelativeToListener());
SetMinDistance(copy.GetMinDistance());
SetAttenuation(copy.GetAttenuation());
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound::~Sound() Sound::~Sound()
{ {
if (mySource) Stop();
{
if (myBuffer)
{
Stop();
ALCheck(alSourcei(mySource, AL_BUFFER, 0));
}
ALCheck(alDeleteSources(1, &mySource));
}
} }
@ -123,54 +104,6 @@ void Sound::SetLoop(bool Loop)
} }
////////////////////////////////////////////////////////////
void Sound::SetPitch(float pitch)
{
ALCheck(alSourcef(mySource, AL_PITCH, pitch));
}
////////////////////////////////////////////////////////////
void Sound::SetVolume(float volume)
{
ALCheck(alSourcef(mySource, AL_GAIN, volume * 0.01f));
}
////////////////////////////////////////////////////////////
void Sound::SetPosition(float x, float y, float z)
{
ALCheck(alSource3f(mySource, AL_POSITION, x, y, z));
}
////////////////////////////////////////////////////////////
void Sound::SetPosition(const Vector3f& position)
{
SetPosition(position.x, position.y, position.z);
}
////////////////////////////////////////////////////////////
void Sound::SetRelativeToListener(bool relative)
{
ALCheck(alSourcei(mySource, AL_SOURCE_RELATIVE, relative));
}
////////////////////////////////////////////////////////////
void Sound::SetMinDistance(float distance)
{
ALCheck(alSourcef(mySource, AL_REFERENCE_DISTANCE, distance));
}
////////////////////////////////////////////////////////////
void Sound::SetAttenuation(float attenuation)
{
ALCheck(alSourcef(mySource, AL_ROLLOFF_FACTOR, attenuation));
}
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Sound::SetPlayingOffset(float timeOffset) void Sound::SetPlayingOffset(float timeOffset)
{ {
@ -195,66 +128,6 @@ bool Sound::GetLoop() const
} }
////////////////////////////////////////////////////////////
float Sound::GetPitch() const
{
ALfloat pitch;
ALCheck(alGetSourcef(mySource, AL_PITCH, &pitch));
return pitch;
}
////////////////////////////////////////////////////////////
float Sound::GetVolume() const
{
ALfloat gain;
ALCheck(alGetSourcef(mySource, AL_GAIN, &gain));
return gain * 100.f;
}
////////////////////////////////////////////////////////////
Vector3f Sound::GetPosition() const
{
Vector3f position;
ALCheck(alGetSource3f(mySource, AL_POSITION, &position.x, &position.y, &position.z));
return position;
}
////////////////////////////////////////////////////////////
bool Sound::IsRelativeToListener() const
{
ALint relative;
ALCheck(alGetSourcei(mySource, AL_SOURCE_RELATIVE, &relative));
return relative != 0;
}
////////////////////////////////////////////////////////////
float Sound::GetMinDistance() const
{
ALfloat distance;
ALCheck(alGetSourcef(mySource, AL_REFERENCE_DISTANCE, &distance));
return distance;
}
////////////////////////////////////////////////////////////
float Sound::GetAttenuation() const
{
ALfloat attenuation;
ALCheck(alGetSourcef(mySource, AL_ROLLOFF_FACTOR, &attenuation));
return attenuation;
}
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
float Sound::GetPlayingOffset() const float Sound::GetPlayingOffset() const
{ {
@ -268,25 +141,14 @@ float Sound::GetPlayingOffset() const
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound::Status Sound::GetStatus() const Sound::Status Sound::GetStatus() const
{ {
ALint status; return SoundSource::GetStatus();
ALCheck(alGetSourcei(mySource, AL_SOURCE_STATE, &status));
switch (status)
{
case AL_INITIAL :
case AL_STOPPED : return Stopped;
case AL_PAUSED : return Paused;
case AL_PLAYING : return Playing;
}
return Stopped;
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound& Sound::operator =(const Sound& other) Sound& Sound::operator =(const Sound& right)
{ {
Sound temp(other); Sound temp(right);
std::swap(mySource, temp.mySource); std::swap(mySource, temp.mySource);
std::swap(myBuffer, temp.myBuffer); std::swap(myBuffer, temp.myBuffer);

View File

@ -237,7 +237,7 @@ bool SoundBuffer::Update(unsigned int channelsCount, unsigned int sampleRate)
return false; return false;
// Find the good format according to the number of channels // Find the good format according to the number of channels
ALenum format = priv::AudioDevice::GetInstance().GetFormatFromChannelsCount(channelsCount); ALenum format = priv::AudioDevice::GetFormatFromChannelsCount(channelsCount);
// Check if the format is valid // Check if the format is valid
if (format == 0) if (format == 0)

View File

@ -167,11 +167,11 @@ private :
private : private :
static sf_count_t GetLength(void* UserData); static sf_count_t GetLength(void* userData);
static sf_count_t Read(void* Ptr, sf_count_t Count, 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 Seek(sf_count_t offset, int whence, void* userData);
static sf_count_t Tell(void* UserData); static sf_count_t Tell(void* userData);
static sf_count_t Write(const void* Ptr, sf_count_t Count, void* UserData); static sf_count_t Write(const void* ptr, sf_count_t count, void* userData);
const char* myDataStart; const char* myDataStart;
const char* myDataPtr; const char* myDataPtr;

View File

@ -83,7 +83,7 @@ void SoundRecorder::Start(unsigned int sampleRate)
return; return;
} }
// Clear the sample array // Clear the array of samples
mySamples.clear(); mySamples.clear();
// Store the sample rate // Store the sample rate
@ -121,9 +121,7 @@ unsigned int SoundRecorder::GetSampleRate() const
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool SoundRecorder::CanCapture() bool SoundRecorder::CanCapture()
{ {
ALCdevice* device = priv::AudioDevice::GetInstance().GetDevice(); return priv::AudioDevice::IsExtensionSupported("ALC_EXT_CAPTURE");
return alcIsExtensionPresent(device, "ALC_EXT_CAPTURE") != AL_FALSE;
} }

View File

@ -0,0 +1,190 @@
////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/Audio/ALCheck.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
SoundSource::SoundSource()
{
ALCheck(alGenSources(1, &mySource));
ALCheck(alSourcei(mySource, AL_BUFFER, 0));
}
////////////////////////////////////////////////////////////
SoundSource::SoundSource(const SoundSource& copy)
{
ALCheck(alGenSources(1, &mySource));
ALCheck(alSourcei(mySource, AL_BUFFER, 0));
SetPitch(copy.GetPitch());
SetVolume(copy.GetVolume());
SetPosition(copy.GetPosition());
SetRelativeToListener(copy.IsRelativeToListener());
SetMinDistance(copy.GetMinDistance());
SetAttenuation(copy.GetAttenuation());
}
////////////////////////////////////////////////////////////
SoundSource::~SoundSource()
{
ALCheck(alSourcei(mySource, AL_BUFFER, 0));
ALCheck(alDeleteSources(1, &mySource));
}
////////////////////////////////////////////////////////////
void SoundSource::SetPitch(float pitch)
{
ALCheck(alSourcef(mySource, AL_PITCH, pitch));
}
////////////////////////////////////////////////////////////
void SoundSource::SetVolume(float volume)
{
ALCheck(alSourcef(mySource, AL_GAIN, volume * 0.01f));
}
////////////////////////////////////////////////////////////
void SoundSource::SetPosition(float x, float y, float z)
{
ALCheck(alSource3f(mySource, AL_POSITION, x, y, z));
}
////////////////////////////////////////////////////////////
void SoundSource::SetPosition(const Vector3f& position)
{
SetPosition(position.x, position.y, position.z);
}
////////////////////////////////////////////////////////////
void SoundSource::SetRelativeToListener(bool relative)
{
ALCheck(alSourcei(mySource, AL_SOURCE_RELATIVE, relative));
}
////////////////////////////////////////////////////////////
void SoundSource::SetMinDistance(float distance)
{
ALCheck(alSourcef(mySource, AL_REFERENCE_DISTANCE, distance));
}
////////////////////////////////////////////////////////////
void SoundSource::SetAttenuation(float attenuation)
{
ALCheck(alSourcef(mySource, AL_ROLLOFF_FACTOR, attenuation));
}
////////////////////////////////////////////////////////////
float SoundSource::GetPitch() const
{
ALfloat pitch;
ALCheck(alGetSourcef(mySource, AL_PITCH, &pitch));
return pitch;
}
////////////////////////////////////////////////////////////
float SoundSource::GetVolume() const
{
ALfloat gain;
ALCheck(alGetSourcef(mySource, AL_GAIN, &gain));
return gain * 100.f;
}
////////////////////////////////////////////////////////////
Vector3f SoundSource::GetPosition() const
{
Vector3f position;
ALCheck(alGetSource3f(mySource, AL_POSITION, &position.x, &position.y, &position.z));
return position;
}
////////////////////////////////////////////////////////////
bool SoundSource::IsRelativeToListener() const
{
ALint relative;
ALCheck(alGetSourcei(mySource, AL_SOURCE_RELATIVE, &relative));
return relative != 0;
}
////////////////////////////////////////////////////////////
float SoundSource::GetMinDistance() const
{
ALfloat distance;
ALCheck(alGetSourcef(mySource, AL_REFERENCE_DISTANCE, &distance));
return distance;
}
////////////////////////////////////////////////////////////
float SoundSource::GetAttenuation() const
{
ALfloat attenuation;
ALCheck(alGetSourcef(mySource, AL_ROLLOFF_FACTOR, &attenuation));
return attenuation;
}
////////////////////////////////////////////////////////////
SoundSource::Status SoundSource::GetStatus() const
{
ALint status;
ALCheck(alGetSourcei(mySource, AL_SOURCE_STATE, &status));
switch (status)
{
case AL_INITIAL :
case AL_STOPPED : return Stopped;
case AL_PAUSED : return Paused;
case AL_PLAYING : return Playing;
}
return Stopped;
}
} // namespace sf

View File

@ -61,7 +61,7 @@ void SoundStream::Initialize(unsigned int channelsCount, unsigned int sampleRate
mySampleRate = sampleRate; mySampleRate = sampleRate;
// Deduce the format from the number of channels // Deduce the format from the number of channels
myFormat = priv::AudioDevice::GetInstance().GetFormatFromChannelsCount(channelsCount); myFormat = priv::AudioDevice::GetFormatFromChannelsCount(channelsCount);
// Check if the format is valid // Check if the format is valid
if (myFormat == 0) if (myFormat == 0)
@ -79,14 +79,14 @@ void SoundStream::Play()
// Check if the sound parameters have been set // Check if the sound parameters have been set
if (myFormat == 0) if (myFormat == 0)
{ {
std::cerr << "Failed to play audio stream : sound parameters have not been initialized (call Initialize first)" << std::endl; std::cerr << "Failed to play audio stream: sound parameters have not been initialized (call Initialize first)" << std::endl;
return; return;
} }
// If the sound is already playing (probably paused), just resume it // If the sound is already playing (probably paused), just resume it
if (myIsStreaming) if (myIsStreaming)
{ {
Sound::Play(); ALCheck(alSourcePlay(mySource));
return; return;
} }
@ -100,6 +100,13 @@ void SoundStream::Play()
} }
////////////////////////////////////////////////////////////
void SoundStream::Pause()
{
ALCheck(alSourcePause(mySource));
}
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SoundStream::Stop() void SoundStream::Stop()
{ {
@ -124,9 +131,9 @@ unsigned int SoundStream::GetSampleRate() const
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Sound::Status SoundStream::GetStatus() const SoundStream::Status SoundStream::GetStatus() const
{ {
Status status = Sound::GetStatus(); Status status = SoundSource::GetStatus();
// To compensate for the lag between Play() and alSourcePlay() // To compensate for the lag between Play() and alSourcePlay()
if ((status == Stopped) && myIsStreaming) if ((status == Stopped) && myIsStreaming)
@ -155,7 +162,10 @@ void SoundStream::SetPlayingOffset(float timeOffset)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
float SoundStream::GetPlayingOffset() const float SoundStream::GetPlayingOffset() const
{ {
return Sound::GetPlayingOffset() + static_cast<float>(mySamplesProcessed) / mySampleRate / myChannelsCount; ALfloat seconds = 0.f;
ALCheck(alGetSourcef(mySource, AL_SEC_OFFSET, &seconds));
return seconds + static_cast<float>(mySamplesProcessed) / mySampleRate / myChannelsCount;
} }
@ -184,17 +194,17 @@ void SoundStream::Run()
bool requestStop = FillQueue(); bool requestStop = FillQueue();
// Play the sound // Play the sound
Sound::Play(); ALCheck(alSourcePlay(mySource));
while (myIsStreaming) while (myIsStreaming)
{ {
// The stream has been interrupted ! // The stream has been interrupted!
if (Sound::GetStatus() == Stopped) if (SoundSource::GetStatus() == Stopped)
{ {
if (!requestStop) if (!requestStop)
{ {
// Just continue // Just continue
Sound::Play(); ALCheck(alSourcePlay(mySource));
} }
else else
{ {
@ -205,13 +215,13 @@ void SoundStream::Run()
// Get the number of buffers that have been processed (ie. ready for reuse) // Get the number of buffers that have been processed (ie. ready for reuse)
ALint nbProcessed; ALint nbProcessed;
ALCheck(alGetSourcei(Sound::mySource, AL_BUFFERS_PROCESSED, &nbProcessed)); ALCheck(alGetSourcei(mySource, AL_BUFFERS_PROCESSED, &nbProcessed));
while (nbProcessed--) while (nbProcessed--)
{ {
// Pop the first unused buffer from the queue // Pop the first unused buffer from the queue
ALuint buffer; ALuint buffer;
ALCheck(alSourceUnqueueBuffers(Sound::mySource, 1, &buffer)); ALCheck(alSourceUnqueueBuffers(mySource, 1, &buffer));
// Retrieve its size and add it to the samples count // Retrieve its size and add it to the samples count
if (buffer == endBuffer) if (buffer == endBuffer)
@ -250,18 +260,18 @@ void SoundStream::Run()
} }
// Leave some time for the other threads if the stream is still playing // Leave some time for the other threads if the stream is still playing
if (Sound::GetStatus() != Stopped) if (SoundSource::GetStatus() != Stopped)
Sleep(0.1f); Sleep(0.1f);
} }
// Stop the playback // Stop the playback
Sound::Stop(); ALCheck(alSourceStop(mySource));
// Unqueue any buffer left in the queue // Unqueue any buffer left in the queue
ClearQueue(); ClearQueue();
// Delete the buffers // Delete the buffers
ALCheck(alSourcei(Sound::mySource, AL_BUFFER, 0)); ALCheck(alSourcei(mySource, AL_BUFFER, 0));
ALCheck(alDeleteBuffers(BuffersCount, myBuffers)); ALCheck(alDeleteBuffers(BuffersCount, myBuffers));
} }
@ -284,7 +294,7 @@ bool SoundStream::FillAndPushBuffer(unsigned int buffer)
ALCheck(alBufferData(buffer, myFormat, data.Samples, size, mySampleRate)); ALCheck(alBufferData(buffer, myFormat, data.Samples, size, mySampleRate));
// Push it into the sound queue // Push it into the sound queue
ALCheck(alSourceQueueBuffers(Sound::mySource, 1, &buffer)); ALCheck(alSourceQueueBuffers(mySource, 1, &buffer));
} }
return requestStop; return requestStop;
@ -311,12 +321,12 @@ void SoundStream::ClearQueue()
{ {
// Get the number of buffers still in the queue // Get the number of buffers still in the queue
ALint nbQueued; ALint nbQueued;
ALCheck(alGetSourcei(Sound::mySource, AL_BUFFERS_QUEUED, &nbQueued)); ALCheck(alGetSourcei(mySource, AL_BUFFERS_QUEUED, &nbQueued));
// Unqueue them all // Unqueue them all
ALuint buffer; ALuint buffer;
for (ALint i = 0; i < nbQueued; ++i) for (ALint i = 0; i < nbQueued; ++i)
ALCheck(alSourceUnqueueBuffers(Sound::mySource, 1, &buffer)); ALCheck(alSourceUnqueueBuffers(mySource, 1, &buffer));
} }
} // namespace sf } // namespace sf