mirror of
https://github.com/SFML/SFML.git
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d7bd00afc0
Updated the PostFx sample, renamed to Shader Renamed all the static X::CanUseX() functions to X::IsAvailable() to make the API more consistent Moved .def files from /build/VC200X to /src in CSFML Minors fixes in CSFML git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1258 4e206d99-4929-0410-ac5d-dfc041789085
111 lines
3.3 KiB
C++
111 lines
3.3 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio.hpp>
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#include <SFML/Network.hpp>
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#include <iostream>
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const sf::Uint8 audioData = 1;
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const sf::Uint8 endOfStream = 2;
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////////////////////////////////////////////////////////////
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/// Specialization of audio recorder for sending recorded audio
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/// data through the network
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////////////////////////////////////////////////////////////
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class NetworkRecorder : public sf::SoundRecorder
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{
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public :
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////////////////////////////////////////////////////////////
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/// Constructor
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///
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/// \param Socket : Socket that holds the connection with the server
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///
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////////////////////////////////////////////////////////////
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NetworkRecorder(sf::SocketTCP socket) :
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mySocket(socket)
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{
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}
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private :
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////////////////////////////////////////////////////////////
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/// /see SoundRecorder::ProcessSamples
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///
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////////////////////////////////////////////////////////////
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virtual bool OnProcessSamples(const sf::Int16* samples, std::size_t samplesCount)
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{
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// Pack the audio samples into a network packet
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sf::Packet packet;
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packet << audioData;
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packet.Append(samples, samplesCount * sizeof(sf::Int16));
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// Send the audio packet to the server
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return mySocket.Send(packet) == sf::Socket::Done;
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}
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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sf::SocketTCP mySocket; ///< Socket used to communicate with the server
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};
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////////////////////////////////////////////////////////////
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/// Create a client, connect it to a running server and
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/// start sending him audio data
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///
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////////////////////////////////////////////////////////////
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void DoClient(unsigned short port)
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{
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// Check that the device can capture audio
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if (sf::SoundRecorder::IsAvailable() == false)
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{
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std::cout << "Sorry, audio capture is not supported by your system" << std::endl;
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return;
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}
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// Ask for server address
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sf::IPAddress serverAddress;
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do
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{
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std::cout << "Type address or name of the server to connect to : ";
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std::cin >> serverAddress;
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}
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while (!serverAddress.IsValid());
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// Create a TCP socket for communicating with server
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sf::SocketTCP socket;
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// Connect to the specified server
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if (socket.Connect(port, serverAddress) != sf::Socket::Done)
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return;
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std::cout << "Connected to server " << serverAddress << std::endl;
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// Wait for user input...
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std::cin.ignore(10000, '\n');
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std::cout << "Press enter to start recording audio";
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std::cin.ignore(10000, '\n');
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// Create a instance of our custom recorder
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NetworkRecorder recorder(socket);
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// Start capturing audio data
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recorder.Start(44100);
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std::cout << "Recording... press enter to stop";
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std::cin.ignore(10000, '\n');
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recorder.Stop();
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// Send a "end-of-stream" packet
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sf::Packet packet;
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packet << endOfStream;
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socket.Send(packet);
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// Close the socket when we're done
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socket.Close();
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}
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