mirror of
https://github.com/SFML/SFML.git
synced 2024-12-11 12:39:15 +08:00
5bae08a2d8
- 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
96 lines
3.1 KiB
C++
96 lines
3.1 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 <iomanip>
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#include <iostream>
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Application exit code
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///
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////////////////////////////////////////////////////////////
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int main()
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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 EXIT_SUCCESS;
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}
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// Choose the sample rate
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unsigned int sampleRate;
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std::cout << "Please choose the sample rate for sound capture (44100 is CD quality) : ";
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std::cin >> sampleRate;
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std::cin.ignore(10000, '\n');
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// Wait for user input...
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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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// Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer
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sf::SoundBufferRecorder recorder;
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// Audio capture is done in a separate thread, so we can block the main thread while it is capturing
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recorder.Start(sampleRate);
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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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// Get the buffer containing the captured data
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const sf::SoundBuffer& buffer = recorder.GetBuffer();
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// Display captured sound informations
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std::cout << "Sound information :" << std::endl;
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std::cout << " " << buffer.GetDuration() / 1000.f << " seconds" << std::endl;
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std::cout << " " << buffer.GetSampleRate() << " samples / seconds" << std::endl;
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std::cout << " " << buffer.GetChannelsCount() << " channels" << std::endl;
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// Choose what to do with the recorded sound data
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char choice;
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std::cout << "What do you want to do with captured sound (p = play, s = save) ? ";
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std::cin >> choice;
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std::cin.ignore(10000, '\n');
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if (choice == 's')
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{
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// Choose the filename
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std::string filename;
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std::cout << "Choose the file to create : ";
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std::getline(std::cin, filename);
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// Save the buffer
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buffer.SaveToFile(filename);
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}
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else
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{
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// Create a sound instance and play it
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sf::Sound sound(buffer);
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sound.Play();
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// Wait until finished
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while (sound.GetStatus() == sf::Sound::Playing)
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{
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// Display the playing position
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std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << sound.GetPlayingOffset() / 1000.f << " sec";
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std::cout << std::flush;
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// Leave some CPU time for other threads
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sf::Sleep(100);
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}
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}
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// Finished !
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std::cout << std::endl << "Done !" << std::endl;
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// Wait until the user presses 'enter' key
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std::cout << "Press enter to exit..." << std::endl;
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std::cin.ignore(10000, '\n');
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return EXIT_SUCCESS;
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}
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