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

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

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

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@ -28,9 +28,8 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Resource.hpp>
#include <SFML/System/Vector3.hpp>
#include <cstdlib>
@ -39,231 +38,153 @@ namespace sf
class SoundBuffer;
////////////////////////////////////////////////////////////
/// Sound defines the properties of a sound such as position,
/// volume, pitch, etc.
/// \brief Regular sound that can be played in the audio environment
///
////////////////////////////////////////////////////////////
class SFML_API Sound
class SFML_API Sound : public SoundSource
{
public :
////////////////////////////////////////////////////////////
/// Enumeration of the sound states
////////////////////////////////////////////////////////////
enum Status
{
Stopped, ///< Sound is not playing
Paused, ///< Sound is paused
Playing ///< Sound is playing
};
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Sound();
////////////////////////////////////////////////////////////
/// Construct the sound from its parameters
/// \brief Construct the sound with parameters
///
/// \param buffer : Sound buffer to play
/// \param loop : Loop flag
/// \param pitch : Value of the pitch
/// \param volume : Volume
/// \param position : Position
/// \param buffer Sound buffer containing the audio data to play with the sound
/// \param loop Should the sound loop?
/// \param pitch Pitch of the sound
/// \param volume Volume of the sound, in the range [0, 100]
/// \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));
////////////////////////////////////////////////////////////
/// Copy constructor
/// \brief Copy constructor
///
/// \param copy : Instance to copy
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
Sound(const Sound& copy);
////////////////////////////////////////////////////////////
/// Destructor
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~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();
////////////////////////////////////////////////////////////
/// 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();
////////////////////////////////////////////////////////////
/// 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();
////////////////////////////////////////////////////////////
/// 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);
////////////////////////////////////////////////////////////
/// Set the sound loop state.
/// This parameter is disabled by default
/// \brief Set whether or not the sound should loop after reaching the end
///
/// \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);
////////////////////////////////////////////////////////////
/// Set the sound pitch.
/// The default pitch is 1
/// \brief Change the current playing position of the sound
///
/// \param pitch : New pitch
/// The playing position can be changed when the sound is
/// either paused or playing.
///
////////////////////////////////////////////////////////////
void SetPitch(float pitch);
////////////////////////////////////////////////////////////
/// Set the sound volume.
/// The default volume is 100
/// \param timeOffset New playing position, in seconds
///
/// \param volume : Volume (in range [0, 100])
///
////////////////////////////////////////////////////////////
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
/// \see GetPlayingOffset
///
////////////////////////////////////////////////////////////
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;
////////////////////////////////////////////////////////////
/// 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
///
/// \see SetLoop
///
////////////////////////////////////////////////////////////
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
///
/// \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)
/// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
@ -271,31 +192,20 @@ public :
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;
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Instance to assign
///
/// \return Reference to the sound
///
////////////////////////////////////////////////////////////
Sound& operator =(const Sound& other);
Sound& operator =(const Sound& right);
private :
friend class SoundStream;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int mySource; ///< OpenAL source identifier
ResourcePtr<SoundBuffer> myBuffer; ///< Sound buffer bound to the source
};
@ -303,3 +213,40 @@ private :
#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
///
////////////////////////////////////////////////////////////

View File

@ -28,7 +28,7 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Sound.hpp>
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Thread.hpp>
#include <cstdlib>
@ -39,28 +39,10 @@ namespace sf
/// \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 :
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
///
@ -90,6 +72,17 @@ public :
////////////////////////////////////////////////////////////
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
///
@ -172,7 +165,7 @@ public :
////////////////////////////////////////////////////////////
/// \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
///

View File

@ -91,21 +91,17 @@ 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
{
return myDevice;
}
////////////////////////////////////////////////////////////
ALenum AudioDevice::GetFormatFromChannelsCount(unsigned int channelsCount) const
ALenum AudioDevice::GetFormatFromChannelsCount(unsigned int channelsCount)
{
// Find the good format according to the number of channels
switch (channelsCount)
@ -116,9 +112,8 @@ ALenum AudioDevice::GetFormatFromChannelsCount(unsigned int channelsCount) const
case 6 : return alGetEnumValue("AL_FORMAT_51CHN16");
case 7 : return alGetEnumValue("AL_FORMAT_61CHN16");
case 8 : return alGetEnumValue("AL_FORMAT_71CHN16");
default : return 0;
}
return 0;
}
} // namespace priv

View File

@ -60,20 +60,18 @@ public :
~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();
////////////////////////////////////////////////////////////
/// \brief Get the OpenAL audio device
///
/// \return OpenAL device (cannot be NULL)
///
////////////////////////////////////////////////////////////
ALCdevice* GetDevice() const;
static bool IsExtensionSupported(const std::string& extension);
////////////////////////////////////////////////////////////
/// \brief Get the OpenAL format that matches the given number of channels
@ -83,7 +81,7 @@ public :
/// \return Corresponding format
///
////////////////////////////////////////////////////////////
ALenum GetFormatFromChannelsCount(unsigned int channelsCount) const;
static ALenum GetFormatFromChannelsCount(unsigned int channelsCount);
private :

View File

@ -35,8 +35,6 @@ namespace sf
////////////////////////////////////////////////////////////
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) :
myBuffer(NULL)
{
ALCheck(alGenSources(1, &mySource));
SetBuffer(buffer);
SetLoop(loop);
SetPitch(pitch);
@ -56,34 +52,19 @@ myBuffer(NULL)
////////////////////////////////////////////////////////////
Sound::Sound(const Sound& copy) :
myBuffer(NULL)
SoundSource(copy),
myBuffer (NULL)
{
ALCheck(alGenSources(1, &mySource));
if (copy.myBuffer)
SetBuffer(*copy.myBuffer);
SetLoop(copy.GetLoop());
SetPitch(copy.GetPitch());
SetVolume(copy.GetVolume());
SetPosition(copy.GetPosition());
SetRelativeToListener(copy.IsRelativeToListener());
SetMinDistance(copy.GetMinDistance());
SetAttenuation(copy.GetAttenuation());
}
////////////////////////////////////////////////////////////
Sound::~Sound()
{
if (mySource)
{
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)
{
@ -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
{
@ -268,25 +141,14 @@ float Sound::GetPlayingOffset() const
////////////////////////////////////////////////////////////
Sound::Status Sound::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;
return SoundSource::GetStatus();
}
////////////////////////////////////////////////////////////
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(myBuffer, temp.myBuffer);

View File

@ -237,7 +237,7 @@ bool SoundBuffer::Update(unsigned int channelsCount, unsigned int sampleRate)
return false;
// 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
if (format == 0)

View File

@ -167,11 +167,11 @@ private :
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);
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;

View File

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

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;
// 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
if (myFormat == 0)
@ -79,14 +79,14 @@ void SoundStream::Play()
// Check if the sound parameters have been set
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;
}
// If the sound is already playing (probably paused), just resume it
if (myIsStreaming)
{
Sound::Play();
ALCheck(alSourcePlay(mySource));
return;
}
@ -100,6 +100,13 @@ void SoundStream::Play()
}
////////////////////////////////////////////////////////////
void SoundStream::Pause()
{
ALCheck(alSourcePause(mySource));
}
////////////////////////////////////////////////////////////
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()
if ((status == Stopped) && myIsStreaming)
@ -155,7 +162,10 @@ void SoundStream::SetPlayingOffset(float timeOffset)
////////////////////////////////////////////////////////////
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();
// Play the sound
Sound::Play();
ALCheck(alSourcePlay(mySource));
while (myIsStreaming)
{
// The stream has been interrupted !
if (Sound::GetStatus() == Stopped)
// The stream has been interrupted!
if (SoundSource::GetStatus() == Stopped)
{
if (!requestStop)
{
// Just continue
Sound::Play();
ALCheck(alSourcePlay(mySource));
}
else
{
@ -205,13 +215,13 @@ void SoundStream::Run()
// Get the number of buffers that have been processed (ie. ready for reuse)
ALint nbProcessed;
ALCheck(alGetSourcei(Sound::mySource, AL_BUFFERS_PROCESSED, &nbProcessed));
ALCheck(alGetSourcei(mySource, AL_BUFFERS_PROCESSED, &nbProcessed));
while (nbProcessed--)
{
// Pop the first unused buffer from the queue
ALuint buffer;
ALCheck(alSourceUnqueueBuffers(Sound::mySource, 1, &buffer));
ALCheck(alSourceUnqueueBuffers(mySource, 1, &buffer));
// Retrieve its size and add it to the samples count
if (buffer == endBuffer)
@ -250,18 +260,18 @@ void SoundStream::Run()
}
// Leave some time for the other threads if the stream is still playing
if (Sound::GetStatus() != Stopped)
if (SoundSource::GetStatus() != Stopped)
Sleep(0.1f);
}
// Stop the playback
Sound::Stop();
ALCheck(alSourceStop(mySource));
// Unqueue any buffer left in the queue
ClearQueue();
// Delete the buffers
ALCheck(alSourcei(Sound::mySource, AL_BUFFER, 0));
ALCheck(alSourcei(mySource, AL_BUFFER, 0));
ALCheck(alDeleteBuffers(BuffersCount, myBuffers));
}
@ -284,7 +294,7 @@ bool SoundStream::FillAndPushBuffer(unsigned int buffer)
ALCheck(alBufferData(buffer, myFormat, data.Samples, size, mySampleRate));
// Push it into the sound queue
ALCheck(alSourceQueueBuffers(Sound::mySource, 1, &buffer));
ALCheck(alSourceQueueBuffers(mySource, 1, &buffer));
}
return requestStop;
@ -311,12 +321,12 @@ void SoundStream::ClearQueue()
{
// Get the number of buffers still in the queue
ALint nbQueued;
ALCheck(alGetSourcei(Sound::mySource, AL_BUFFERS_QUEUED, &nbQueued));
ALCheck(alGetSourcei(mySource, AL_BUFFERS_QUEUED, &nbQueued));
// Unqueue them all
ALuint buffer;
for (ALint i = 0; i < nbQueued; ++i)
ALCheck(alSourceUnqueueBuffers(Sound::mySource, 1, &buffer));
ALCheck(alSourceUnqueueBuffers(mySource, 1, &buffer));
}
} // namespace sf