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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
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@ -116,6 +116,7 @@
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<Unit filename="..\..\include\SFML\Audio\SoundBuffer.hpp" />
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<Unit filename="..\..\include\SFML\Audio\SoundBufferRecorder.hpp" />
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<Unit filename="..\..\include\SFML\Audio\SoundRecorder.hpp" />
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<Unit filename="..\..\include\SFML\Audio\SoundSource.hpp" />
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<Unit filename="..\..\include\SFML\Audio\SoundStream.hpp" />
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<Unit filename="..\..\src\SFML\Audio\ALCheck.cpp" />
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<Unit filename="..\..\src\SFML\Audio\ALCheck.hpp" />
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@ -129,6 +130,7 @@
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<Unit filename="..\..\src\SFML\Audio\SoundFile.cpp" />
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<Unit filename="..\..\src\SFML\Audio\SoundFile.hpp" />
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<Unit filename="..\..\src\SFML\Audio\SoundRecorder.cpp" />
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<Unit filename="..\..\src\SFML\Audio\SoundSource.cpp" />
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<Unit filename="..\..\src\SFML\Audio\SoundStream.cpp" />
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<Extensions>
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<code_completion />
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@ -415,6 +415,14 @@
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RelativePath="..\..\include\SFML\Audio\SoundRecorder.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundSource.cpp"
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>
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</File>
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<File
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RelativePath="..\..\include\SFML\Audio\SoundSource.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundStream.cpp"
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>
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@ -415,6 +415,14 @@
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RelativePath="..\..\include\SFML\Audio\SoundRecorder.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundSource.cpp"
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>
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</File>
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<File
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RelativePath="..\..\include\SFML\Audio\SoundSource.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\SFML\Audio\SoundStream.cpp"
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>
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@ -28,9 +28,8 @@
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/Audio/SoundSource.hpp>
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#include <SFML/System/Resource.hpp>
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#include <SFML/System/Vector3.hpp>
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#include <cstdlib>
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@ -39,231 +38,153 @@ namespace sf
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class SoundBuffer;
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////////////////////////////////////////////////////////////
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/// Sound defines the properties of a sound such as position,
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/// volume, pitch, etc.
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/// \brief Regular sound that can be played in the audio environment
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///
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////////////////////////////////////////////////////////////
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class SFML_API Sound
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class SFML_API Sound : public SoundSource
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{
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public :
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////////////////////////////////////////////////////////////
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/// Enumeration of the sound states
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////////////////////////////////////////////////////////////
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enum Status
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{
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Stopped, ///< Sound is not playing
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Paused, ///< Sound is paused
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Playing ///< Sound is playing
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};
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////////////////////////////////////////////////////////////
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/// Default constructor
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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Sound();
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////////////////////////////////////////////////////////////
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/// Construct the sound from its parameters
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/// \brief Construct the sound with parameters
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///
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/// \param buffer : Sound buffer to play
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/// \param loop : Loop flag
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/// \param pitch : Value of the pitch
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/// \param volume : Volume
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/// \param position : Position
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/// \param buffer Sound buffer containing the audio data to play with the sound
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/// \param loop Should the sound loop?
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/// \param pitch Pitch of the sound
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/// \param volume Volume of the sound, in the range [0, 100]
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/// \param position 3D position of the sound source in the audio scene
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///
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////////////////////////////////////////////////////////////
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Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0));
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////////////////////////////////////////////////////////////
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/// Copy constructor
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/// \brief Copy constructor
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///
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/// \param copy : Instance to copy
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/// \param copy Instance to copy
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///
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////////////////////////////////////////////////////////////
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Sound(const Sound& copy);
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////////////////////////////////////////////////////////////
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/// Destructor
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~Sound();
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////////////////////////////////////////////////////////////
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/// Play the sound
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/// \brief Start or resume playing the sound
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///
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/// This function starts the sound if it was stopped, resumes
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/// it if it was paused, and does nothing it is it already playing.
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/// This function uses its own thread so that it doesn't block
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/// the rest of the program while the sound is played.
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///
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/// \see Pause, Stop
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///
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////////////////////////////////////////////////////////////
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void Play();
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////////////////////////////////////////////////////////////
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/// Pause the sound
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/// \brief Pause the sound
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///
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/// This function pauses the sound if it was playing,
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/// otherwise (sound already paused or stopped) it has no effect.
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///
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/// \see Play, Stop
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///
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////////////////////////////////////////////////////////////
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void Pause();
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////////////////////////////////////////////////////////////
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/// Stop the sound
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/// \brief Stop playing the sound
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///
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/// This function stops the sound if it was playing or paused,
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/// and does nothing if it was already stopped.
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/// It also resets the playing position (unlike Pause()).
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///
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/// \see Play, Pause
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///
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////////////////////////////////////////////////////////////
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void Stop();
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////////////////////////////////////////////////////////////
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/// Set the source buffer
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/// \brief Set the source buffer containing the audio data to play
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///
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/// \param buffer : New sound buffer to bind to the sound
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/// It is important to note that the sound buffer is not copied,
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/// thus the sf::SoundBuffer instance must remain alive as long
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/// as it is attached to the sound.
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///
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/// \param buffer Sound buffer to attach to the sound
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///
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/// \see GetBuffer
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///
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////////////////////////////////////////////////////////////
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void SetBuffer(const SoundBuffer& buffer);
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////////////////////////////////////////////////////////////
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/// Set the sound loop state.
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/// This parameter is disabled by default
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/// \brief Set whether or not the sound should loop after reaching the end
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///
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/// \param loop : True to play in loop, false to play once
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/// If set, the sound will restart from beginning after
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/// reaching the end and so on, until it is stopped or
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/// SetLoop(false) is called.
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/// The default looping state for sound is false.
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///
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/// \param loop True to play in loop, false to play once
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///
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/// \see GetLoop
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///
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////////////////////////////////////////////////////////////
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void SetLoop(bool loop);
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////////////////////////////////////////////////////////////
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/// Set the sound pitch.
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/// The default pitch is 1
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/// \brief Change the current playing position of the sound
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///
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/// \param pitch : New pitch
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/// The playing position can be changed when the sound is
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/// either paused or playing.
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///
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////////////////////////////////////////////////////////////
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void SetPitch(float pitch);
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////////////////////////////////////////////////////////////
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/// Set the sound volume.
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/// The default volume is 100
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/// \param timeOffset New playing position, in seconds
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///
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/// \param volume : Volume (in range [0, 100])
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///
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////////////////////////////////////////////////////////////
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void SetVolume(float volume);
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////////////////////////////////////////////////////////////
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/// Set the sound position (take 3 values).
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/// The default position is (0, 0, 0)
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///
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/// \param x, y, z : Position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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void SetPosition(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Set the sound position (take a 3D vector).
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/// The default position is (0, 0, 0)
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///
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/// \param position : Position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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void SetPosition(const Vector3f& position);
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////////////////////////////////////////////////////////////
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/// Make the sound's position relative to the listener's
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/// position, or absolute.
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/// The default value is false (absolute)
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///
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/// \param relative : True to set the position relative, false to set it absolute
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///
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////////////////////////////////////////////////////////////
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void SetRelativeToListener(bool relative);
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////////////////////////////////////////////////////////////
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/// Set the minimum distance - closer than this distance,
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/// the listener will hear the sound at its maximum volume.
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/// The default minimum distance is 1.0
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///
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/// \param distance : New minimum distance for the sound
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///
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////////////////////////////////////////////////////////////
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void SetMinDistance(float distance);
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////////////////////////////////////////////////////////////
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/// Set the attenuation factor - the higher the attenuation, the
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/// more the sound will be attenuated with distance from listener.
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/// The default attenuation factor 1.0
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///
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/// \param attenuation : New attenuation factor for the sound
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///
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////////////////////////////////////////////////////////////
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void SetAttenuation(float attenuation);
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////////////////////////////////////////////////////////////
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/// Set the current playing position of the sound
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///
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/// \param timeOffset : New playing position, expressed in seconds
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/// \see GetPlayingOffset
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///
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////////////////////////////////////////////////////////////
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void SetPlayingOffset(float timeOffset);
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////////////////////////////////////////////////////////////
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/// Get the source buffer
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/// \brief Get the audio buffer attached to the sound
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///
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/// \return Sound buffer bound to the sound (can be NULL)
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/// \return Sound buffer attached to the sound (can be NULL)
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///
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////////////////////////////////////////////////////////////
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const SoundBuffer* GetBuffer() const;
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////////////////////////////////////////////////////////////
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/// Tell whether or not the sound is looping
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/// \brief Tell whether or not the sound is in loop mode
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///
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/// \return True if the sound is looping, false otherwise
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///
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/// \see SetLoop
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///
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////////////////////////////////////////////////////////////
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bool GetLoop() const;
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////////////////////////////////////////////////////////////
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/// Get the pitch
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/// \brief Get the current playing position of the sound
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///
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/// \return Pitch value
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/// \return Current playing position, in seconds
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///
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/// \see SetPlayingOffset
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///
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////////////////////////////////////////////////////////////
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float GetPitch() const;
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float GetPlayingOffset() const;
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////////////////////////////////////////////////////////////
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/// Get the volume
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///
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/// \return Volume value (in range [1, 100])
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///
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////////////////////////////////////////////////////////////
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float GetVolume() const;
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////////////////////////////////////////////////////////////
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/// Get the sound position
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///
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/// \return Position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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Vector3f GetPosition() const;
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////////////////////////////////////////////////////////////
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/// Tell if the sound's position is relative to the listener's
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/// position, or if it's absolute
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///
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/// \return True if the position is relative, false if it's absolute
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///
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////////////////////////////////////////////////////////////
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bool IsRelativeToListener() const;
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////////////////////////////////////////////////////////////
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/// Get the minimum distance
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///
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/// \return Minimum distance for the sound
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///
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////////////////////////////////////////////////////////////
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float GetMinDistance() const;
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////////////////////////////////////////////////////////////
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/// Get the attenuation factor
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///
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/// \return Attenuation factor of the sound
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///
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////////////////////////////////////////////////////////////
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float GetAttenuation() const;
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////////////////////////////////////////////////////////////
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/// Get the status of the sound (stopped, paused, playing)
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/// \brief Get the current status of the sound (stopped, paused, playing)
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///
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/// \return Current status of the sound
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///
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@ -271,31 +192,20 @@ public :
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Status GetStatus() const;
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////////////////////////////////////////////////////////////
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/// Get the current playing position of the sound
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/// \brief Overload of assignment operator
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///
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/// \return Current playing position, expressed in seconds
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/// \param right Instance to assign
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///
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/// \return Reference to self
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///
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////////////////////////////////////////////////////////////
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float GetPlayingOffset() const;
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////////////////////////////////////////////////////////////
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/// Assignment operator
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///
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/// \param Other : Instance to assign
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///
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/// \return Reference to the sound
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///
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////////////////////////////////////////////////////////////
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Sound& operator =(const Sound& other);
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Sound& operator =(const Sound& right);
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private :
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friend class SoundStream;
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int mySource; ///< OpenAL source identifier
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ResourcePtr<SoundBuffer> myBuffer; ///< Sound buffer bound to the source
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};
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@ -303,3 +213,40 @@ private :
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#endif // SFML_SOUND_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Sound
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///
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/// sf::Sound is the class to use to play sounds.
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/// It provides:
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/// \li Control (play, pause, stop)
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/// \li Ability to modify output parameters in real-time (pitch, volume, ...)
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/// \li 3D spatial features (position, attenuation, ...).
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///
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/// sf::Sound is perfect for playing short sounds that can
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/// fit in memory and require no latency, like foot steps or
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/// gun shots. For longer sounds, like background musics
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/// or long speeches, rather see sf::Music (which is based
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/// on streaming).
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///
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/// In order to work, a sound must be given a buffer of audio
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/// data to play. Audio data (samples) is stored in sf::SoundBuffer,
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/// and attached to a sound with the SetBuffer() function.
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/// The buffer object attached to a sound must remain alive
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/// as long as the sound uses it. Note that multiple sounds
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/// can use the same sound buffer at the same time.
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///
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/// Usage example:
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/// \code
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/// sf::SoundBuffer buffer;
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/// buffer.LoadFromFile("sound.wav");
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///
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/// sf::Sound sound;
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/// sound.SetBuffer(buffer);
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/// sound.Play();
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/// \endcode
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///
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/// \see sf::SoundBuffer, sf::Music
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///
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////////////////////////////////////////////////////////////
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285
include/SFML/Audio/SoundSource.hpp
Normal file
285
include/SFML/Audio/SoundSource.hpp
Normal file
@ -0,0 +1,285 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_SOUNDSOURCE_HPP
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#define SFML_SOUNDSOURCE_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/Vector3.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Base class defining a sound's properties
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///
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////////////////////////////////////////////////////////////
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class SFML_API SoundSource
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{
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public :
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////////////////////////////////////////////////////////////
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/// \brief Enumeration of the sound source states
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///
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////////////////////////////////////////////////////////////
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enum Status
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{
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Stopped, ///< Sound is not playing
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Paused, ///< Sound is paused
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Playing ///< Sound is playing
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};
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////////////////////////////////////////////////////////////
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/// \brief Copy constructor
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///
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/// \param copy Instance to copy
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///
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////////////////////////////////////////////////////////////
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SoundSource(const SoundSource& copy);
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~SoundSource();
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of the sound
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///
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/// The pitch represents the perceived fundamental frequency
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/// of a sound; thus you can make a sound more acute or grave
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/// by changing its pitch. A side effect of changing the pitch
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/// is to modify the playing speed of the sound as well.
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/// The default value for the pitch is 1.
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///
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/// \param pitch New pitch to apply to the sound
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///
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/// \see GetPitch
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///
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////////////////////////////////////////////////////////////
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void SetPitch(float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of the sound
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///
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/// The volume is a value between 0 (mute) and 100 (full volume).
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/// The default value for the volume is 100.
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///
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/// \param volume Volume of the sound
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///
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/// \see GetVolume
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///
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////////////////////////////////////////////////////////////
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void SetVolume(float volume);
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////////////////////////////////////////////////////////////
|
||||
/// \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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
@ -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
|
||||
///
|
||||
|
@ -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
|
||||
{
|
||||
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)
|
||||
{
|
||||
case 1 : return AL_FORMAT_MONO16;
|
||||
case 2 : return AL_FORMAT_STEREO16;
|
||||
case 4 : return alGetEnumValue("AL_FORMAT_QUAD16");
|
||||
case 6 : return alGetEnumValue("AL_FORMAT_51CHN16");
|
||||
case 7 : return alGetEnumValue("AL_FORMAT_61CHN16");
|
||||
case 8 : return alGetEnumValue("AL_FORMAT_71CHN16");
|
||||
case 1 : return AL_FORMAT_MONO16;
|
||||
case 2 : return AL_FORMAT_STEREO16;
|
||||
case 4 : return alGetEnumValue("AL_FORMAT_QUAD16");
|
||||
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
|
||||
|
@ -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 :
|
||||
|
||||
|
@ -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));
|
||||
}
|
||||
Stop();
|
||||
}
|
||||
|
||||
|
||||
@ -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);
|
||||
|
@ -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)
|
||||
|
@ -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;
|
||||
|
@ -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");
|
||||
}
|
||||
|
||||
|
||||
|
190
src/SFML/Audio/SoundSource.cpp
Normal file
190
src/SFML/Audio/SoundSource.cpp
Normal 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
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user