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45b150648d
Removed the AudioResource class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
306 lines
11 KiB
C++
306 lines
11 KiB
C++
////////////////////////////////////////////////////////////
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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_SOUND_HPP
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#define SFML_SOUND_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/Resource.hpp>
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#include <SFML/System/Vector3.hpp>
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#include <cstdlib>
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namespace sf
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{
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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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////////////////////////////////////////////////////////////
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class SFML_API Sound
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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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///
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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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///
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/// \param buffer : Sound buffer to play (NULL by default)
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/// \param loop : Loop flag (false by default)
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/// \param pitch : Value of the pitch (1 by default)
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/// \param volume : Volume (100 by default)
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/// \param position : Position (0, 0, 0 by default)
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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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///
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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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///
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////////////////////////////////////////////////////////////
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~Sound();
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////////////////////////////////////////////////////////////
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/// Play the sound
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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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///
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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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///
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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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///
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/// \param buffer : New sound buffer to bind to the sound
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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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///
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/// \param loop : True to play in loop, false to play once
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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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///
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/// \param pitch : New pitch
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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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///
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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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///
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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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///
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/// \return Sound buffer bound 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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///
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/// \return True if the sound is looping, false otherwise
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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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///
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/// \return Pitch value
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///
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////////////////////////////////////////////////////////////
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float GetPitch() 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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///
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/// \return Current status of the sound
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///
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////////////////////////////////////////////////////////////
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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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///
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/// \return Current playing position, expressed in seconds
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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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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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} // namespace sf
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#endif // SFML_SOUND_HPP
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