mirror of
https://github.com/SFML/SFML.git
synced 2024-11-26 05:11:04 +08:00
45b150648d
Removed the AudioResource class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
236 lines
8.6 KiB
C++
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
|