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285 lines
10 KiB
C++
285 lines
10 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
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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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#pragma once
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio/Export.hpp>
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#include <SFML/Audio/SoundSource.hpp>
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#include <memory>
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#include <cstdlib>
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namespace sf
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{
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class Time;
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class SoundBuffer;
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////////////////////////////////////////////////////////////
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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_AUDIO_API Sound : public SoundSource
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Construct the sound with a buffer
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///
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/// \param buffer Sound buffer containing the audio data to play with the sound
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///
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////////////////////////////////////////////////////////////
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explicit Sound(const SoundBuffer& buffer);
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////////////////////////////////////////////////////////////
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/// \brief Disallow construction from a temporary sound buffer
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///
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////////////////////////////////////////////////////////////
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Sound(const SoundBuffer&& buffer) = delete;
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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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Sound(const Sound& copy);
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~Sound() override;
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////////////////////////////////////////////////////////////
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/// \brief Start or resume playing the sound
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///
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/// This function starts the stream if it was stopped, resumes
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/// it if it was paused, and restarts it from beginning if it
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/// was 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() override;
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////////////////////////////////////////////////////////////
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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() override;
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////////////////////////////////////////////////////////////
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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() override;
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////////////////////////////////////////////////////////////
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/// \brief Set the source buffer containing the audio data to play
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///
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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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/// \brief Disallow setting from a temporary sound buffer
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///
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////////////////////////////////////////////////////////////
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void setBuffer(const SoundBuffer&& buffer) = delete;
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////////////////////////////////////////////////////////////
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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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/// 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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/// `setLooping(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 `isLooping`
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///
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////////////////////////////////////////////////////////////
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void setLooping(bool loop);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position of the sound
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///
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/// The playing position can be changed when the sound is
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/// either paused or playing. Changing the playing position
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/// when the sound is stopped has no effect, since playing
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/// the sound will reset its position.
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///
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/// \param timeOffset New playing position, from the beginning of the sound
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///
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/// \see `getPlayingOffset`
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///
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////////////////////////////////////////////////////////////
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void setPlayingOffset(Time timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Set the effect processor to be applied to the sound
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///
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/// The effect processor is a callable that will be called
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/// with sound data to be processed.
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///
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/// \param effectProcessor The effect processor to attach to this sound, attach an empty processor to disable processing
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///
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////////////////////////////////////////////////////////////
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void setEffectProcessor(EffectProcessor effectProcessor) override;
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////////////////////////////////////////////////////////////
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/// \brief Get the audio buffer attached to the sound
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///
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/// \return Sound buffer attached to the sound
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] const SoundBuffer& getBuffer() const;
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////////////////////////////////////////////////////////////
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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 `setLooping`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] bool isLooping() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the current playing position of the sound
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///
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/// \return Current playing position, from the beginning of the sound
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///
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/// \see `setPlayingOffset`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Time getPlayingOffset() const;
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////////////////////////////////////////////////////////////
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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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////////////////////////////////////////////////////////////
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[[nodiscard]] Status getStatus() const override;
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////////////////////////////////////////////////////////////
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/// \brief Overload of assignment operator
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///
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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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Sound& operator=(const Sound& right);
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private:
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friend class SoundBuffer;
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////////////////////////////////////////////////////////////
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/// \brief Detach sound from its internal buffer
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///
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/// This allows the sound buffer to temporarily detach the
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/// sounds that use it when the sound buffer gets updated.
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///
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////////////////////////////////////////////////////////////
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void detachBuffer();
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////////////////////////////////////////////////////////////
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/// \brief Get the sound object
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///
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/// \return The sound object
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] void* getSound() const override;
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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struct Impl;
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const std::unique_ptr<Impl> m_impl; //!< Implementation details
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};
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} // namespace sf
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////////////////////////////////////////////////////////////
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/// \class sf::Sound
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/// \ingroup audio
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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 when it is created or 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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/// const sf::SoundBuffer buffer("sound.wav");
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/// sf::Sound sound(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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