SFML/examples/sound/Sound.cpp
Laurent Gomila 5bae08a2d8 Implemented the new graphics API:
- Removed the internal classes sf::Renderer and sf::Matrix3
- Split sf::Drawable into sf::Drawable and sf::Transformable
- Added sf::Transform
- Added sf::Vertex
- Added sf::VertexArray
- Types of shapes are now handled with their own derived class
- Modified the Pong example
2011-12-01 23:24:58 +01:00

99 lines
2.9 KiB
C++

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <iomanip>
#include <iostream>
////////////////////////////////////////////////////////////
/// Play a sound
///
////////////////////////////////////////////////////////////
void PlaySound()
{
// Load a sound buffer from a wav file
sf::SoundBuffer buffer;
if (!buffer.LoadFromFile("resources/canary.wav"))
return;
// Display sound informations
std::cout << "canary.wav :" << std::endl;
std::cout << " " << buffer.GetDuration() / 1000.f << " seconds" << std::endl;
std::cout << " " << buffer.GetSampleRate() << " samples / sec" << std::endl;
std::cout << " " << buffer.GetChannelsCount() << " channels" << std::endl;
// Create a sound instance and play it
sf::Sound sound(buffer);
sound.Play();
// Loop while the sound is playing
while (sound.GetStatus() == sf::Sound::Playing)
{
// Leave some CPU time for other processes
sf::Sleep(100);
// Display the playing position
std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << sound.GetPlayingOffset() / 1000.f << " sec ";
std::cout << std::flush;
}
std::cout << std::endl << std::endl;
}
////////////////////////////////////////////////////////////
/// Play a music
///
////////////////////////////////////////////////////////////
void PlayMusic()
{
// Load an ogg music file
sf::Music music;
if (!music.OpenFromFile("resources/orchestral.ogg"))
return;
// Display music informations
std::cout << "orchestral.ogg :" << std::endl;
std::cout << " " << music.GetDuration() / 1000.f << " seconds" << std::endl;
std::cout << " " << music.GetSampleRate() << " samples / sec" << std::endl;
std::cout << " " << music.GetChannelsCount() << " channels" << std::endl;
// Play it
music.Play();
// Loop while the music is playing
while (music.GetStatus() == sf::Music::Playing)
{
// Leave some CPU time for other processes
sf::Sleep(100);
// Display the playing position
std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << music.GetPlayingOffset() / 1000.f << " sec ";
std::cout << std::flush;
}
std::cout << std::endl;
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Play a sound
PlaySound();
// Play a music
PlayMusic();
// Wait until the user presses 'enter' key
std::cout << "Press enter to exit..." << std::endl;
std::cin.ignore(10000, '\n');
return EXIT_SUCCESS;
}