SFML/include/SFML/Audio/SoundStream.hpp
2009-07-11 22:17:24 +00:00

236 lines
8.6 KiB
C++

////////////////////////////////////////////////////////////
//
// 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.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOUNDSTREAM_HPP
#define SFML_SOUNDSTREAM_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Sound.hpp>
#include <SFML/System/Thread.hpp>
#include <cstdlib>
namespace sf
{
////////////////////////////////////////////////////////////
/// SoundStream is a streamed sound, ie samples are acquired
/// while the sound is playing. Use it for big sounds that would
/// require hundreds of MB in memory (see Music),
/// or for streaming sound from the network
////////////////////////////////////////////////////////////
class SFML_API SoundStream : private Thread, private Sound
{
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;
////////////////////////////////////////////////////////////
/// Structure defining a chunk of audio data to stream
////////////////////////////////////////////////////////////
struct Chunk
{
const Int16* Samples; ///< Pointer to the audio samples
std::size_t NbSamples; ///< Number of samples pointed by Samples
};
////////////////////////////////////////////////////////////
/// Virtual destructor
///
////////////////////////////////////////////////////////////
virtual ~SoundStream();
////////////////////////////////////////////////////////////
/// Start playing the audio stream
///
////////////////////////////////////////////////////////////
void Play();
////////////////////////////////////////////////////////////
/// Stop playing the audio stream
///
////////////////////////////////////////////////////////////
void Stop();
////////////////////////////////////////////////////////////
/// Return the number of channels (1 = mono, 2 = stereo)
///
/// \return Number of channels
///
////////////////////////////////////////////////////////////
unsigned int GetChannelsCount() const;
////////////////////////////////////////////////////////////
/// Get the stream sample rate
///
/// \return Stream frequency (number of samples per second)
///
////////////////////////////////////////////////////////////
unsigned int GetSampleRate() const;
////////////////////////////////////////////////////////////
/// Get the status of the stream (stopped, paused, playing)
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
Status GetStatus() const;
////////////////////////////////////////////////////////////
/// Set the current playing position of the stream
///
/// \param timeOffset : New playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
void SetPlayingOffset(float timeOffset);
////////////////////////////////////////////////////////////
/// Get the current playing position of the stream
///
/// \return Current playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
float GetPlayingOffset() const;
////////////////////////////////////////////////////////////
/// Set the stream loop state.
/// This parameter is disabled by default
///
/// \param loop : True to play in loop, false to play once
///
////////////////////////////////////////////////////////////
void SetLoop(bool loop);
////////////////////////////////////////////////////////////
/// Tell whether or not the stream is looping
///
/// \return True if the music is looping, false otherwise
///
////////////////////////////////////////////////////////////
bool GetLoop() const;
protected :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
SoundStream();
////////////////////////////////////////////////////////////
/// Set the audio stream parameters, you must call it before Play()
///
/// \param channelsCount : Number of channels
/// \param sampleRate : Sample rate
///
////////////////////////////////////////////////////////////
void Initialize(unsigned int channelsCount, unsigned int sampleRate);
private :
////////////////////////////////////////////////////////////
/// /see Thread::Run
///
////////////////////////////////////////////////////////////
virtual void Run();
////////////////////////////////////////////////////////////
/// Called each time new audio data is needed to feed the stream
///
/// \param data : New chunk of data to stream
///
/// \return True to continue playback, false to stop
///
////////////////////////////////////////////////////////////
virtual bool OnGetData(Chunk& data) = 0;
////////////////////////////////////////////////////////////
/// Called to move the current reading position
///
/// \param timeOffset : New read position, expressed in seconds
///
////////////////////////////////////////////////////////////
virtual void OnSeek(float timeOffset) = 0;
////////////////////////////////////////////////////////////
/// Fill a new buffer with audio data, and push it to the
/// playing queue
///
/// \param buffer : Buffer to fill
///
/// \return True if the derived class has requested to stop
///
////////////////////////////////////////////////////////////
bool FillAndPushBuffer(unsigned int buffer);
////////////////////////////////////////////////////////////
/// Fill the buffers queue with all available buffers
///
/// \return True if the derived class has requested to stop
///
////////////////////////////////////////////////////////////
bool FillQueue();
////////////////////////////////////////////////////////////
/// Clear the queue of any remaining buffers
///
////////////////////////////////////////////////////////////
void ClearQueue();
enum {BuffersCount = 3};
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
bool myIsStreaming; ///< Streaming state (true = playing, false = stopped)
unsigned int myBuffers[BuffersCount]; ///< Sound buffers used to store temporary audio data
unsigned int myChannelsCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
unsigned int mySampleRate; ///< Frequency (samples / second)
unsigned long myFormat; ///< Format of the internal sound buffers
bool myLoop; ///< Loop flag (true to loop, false to play once)
unsigned int mySamplesProcessed; ///< Number of buffers processed since beginning of the stream
};
} // namespace sf
#endif // SFML_SOUNDSTREAM_HPP