mirror of
https://github.com/SFML/SFML.git
synced 2024-11-29 14:51:06 +08:00
bf539551b9
* made network package compilable in D2 + Vector2.max function to return the bigger member git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1354 4e206d99-4929-0410-ac5d-dfc041789085
319 lines
10 KiB
D
319 lines
10 KiB
D
/**
|
|
*
|
|
*/
|
|
module dsfml.audio.soundsource;
|
|
|
|
import dsfml.system.vector3;
|
|
import dsfml.system.common;
|
|
|
|
enum SoundStatus
|
|
{
|
|
Stopped, /// Sound is not playing
|
|
Paused, /// Sound is paused
|
|
Playing /// Sound is playing
|
|
}
|
|
|
|
/// base class
|
|
package class SoundSource(alias symbol) : DSFMLObject
|
|
{
|
|
private:
|
|
protected :
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Default constructor
|
|
///
|
|
/// This constructor is meant ot be called by derived classes only.
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
this()
|
|
{
|
|
super(sfSoundSource_Create());
|
|
}
|
|
|
|
this(void* ptr)
|
|
{
|
|
super(ptr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the current status of the sound (stopped, paused, playing)
|
|
///
|
|
/// \return Current status of the sound
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
SoundStatus getStatus()
|
|
{
|
|
return sfSoundSource_GetStatus(m_ptr);
|
|
}
|
|
|
|
public:
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Set the pitch of the sound
|
|
///
|
|
/// The pitch represents the perceived fundamental frequency
|
|
/// of a sound; thus you can make a sound more acute or grave
|
|
/// by changing its pitch. A side effect of changing the pitch
|
|
/// is to modify the playing speed of the sound as well.
|
|
/// The default value for the pitch is 1.
|
|
///
|
|
/// \param pitch New pitch to apply to the sound
|
|
///
|
|
/// \see GetPitch
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void setPitch(float pitch)
|
|
{
|
|
sfSoundSource_SetPitch(m_ptr, pitch);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Set the volume of the sound
|
|
///
|
|
/// The volume is a value between 0 (mute) and 100 (full volume).
|
|
/// The default value for the volume is 100.
|
|
///
|
|
/// \param volume Volume of the sound
|
|
///
|
|
/// \see GetVolume
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void setVolume(float volume)
|
|
in
|
|
{
|
|
assert(volume >= 0 && volume <= 100);
|
|
}
|
|
body
|
|
{
|
|
sfSoundSource_SetVolume(m_ptr, volume);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Set the 3D position of the sound in the audio scene
|
|
///
|
|
/// Only sounds with one channel (mono sounds) can be
|
|
/// spatialized.
|
|
/// The default position of a sound is (0, 0, 0).
|
|
///
|
|
/// \param x X coordinate of the position of the sound in the scene
|
|
/// \param y Y coordinate of the position of the sound in the scene
|
|
/// \param z Z coordinate of the position of the sound in the scene
|
|
///
|
|
/// \see GetPosition
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void setPosition(float x, float y, float z)
|
|
{
|
|
sfSoundSource_SetPosition(m_ptr, x, y, z);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Set the 3D position of the sound in the audio scene
|
|
///
|
|
/// Only sounds with one channel (mono sounds) can be
|
|
/// spatialized.
|
|
/// The default position of a sound is (0, 0, 0).
|
|
///
|
|
/// \param position Position of the sound in the scene
|
|
///
|
|
/// \see GetPosition
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void setPosition(Vector3f position)
|
|
{
|
|
sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Make the sound's position relative to the listener or absolute
|
|
///
|
|
/// Making a sound relative to the listener will ensure that it will always
|
|
/// be played the same way regardless the position of the listener.
|
|
/// This can be useful for non-spatialized sounds, sounds that are
|
|
/// produced by the listener, or sounds attached to it.
|
|
/// The default value is false (position is absolute).
|
|
///
|
|
/// \param relative True to set the position relative, false to set it absolute
|
|
///
|
|
/// \see IsRelativeToListener
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void setRelativeToListener(bool relative)
|
|
{
|
|
sfSoundSource_SetRelativeToListener(m_ptr, relative);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Set the minimum distance of the sound
|
|
///
|
|
/// The "minimum distance" of a sound is the maximum
|
|
/// distance at which it is heard at its maximum volume. Further
|
|
/// than the minimum distance, it will start to fade out according
|
|
/// to its attenuation factor. A value of 0 ("inside the head
|
|
/// of the listener") is an invalid value and is forbidden.
|
|
/// The default value of the minimum distance is 1.
|
|
///
|
|
/// \param distance New minimum distance of the sound
|
|
///
|
|
/// \see GetMinDistance, SetAttenuation
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void setMinDistance(float distance)
|
|
{
|
|
sfSoundSource_SetMinDistance(m_ptr, distance);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Set the attenuation factor of the sound
|
|
///
|
|
/// The attenuation is a multiplicative factor which makes
|
|
/// the sound more or less loud according to its distance
|
|
/// from the listener. An attenuation of 0 will produce a
|
|
/// non-attenuated sound, i.e. its volume will always be the same
|
|
/// whether it is heard from near or from far. On the other hand,
|
|
/// an attenuation value such as 100 will make the sound fade out
|
|
/// very quickly as it gets further from the listener.
|
|
/// The default value of the attenuation is 1.
|
|
///
|
|
/// \param attenuation New attenuation factor of the sound
|
|
///
|
|
/// \see GetAttenuation, SetMinDistance
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void setAttenuation(float attenuation)
|
|
{
|
|
sfSoundSource_SetAttenuation(m_ptr, attenuation);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the pitch of the sound
|
|
///
|
|
/// \return Pitch of the sound
|
|
///
|
|
/// \see SetPitch
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
float GetPitch()
|
|
{
|
|
return sfSoundSource_GetPitch(m_ptr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the volume of the sound
|
|
///
|
|
/// \return Volume of the sound, in the range [0, 100]
|
|
///
|
|
/// \see SetVolume
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
float GetVolume()
|
|
{
|
|
return sfSoundSource_GetVolume(m_ptr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the 3D position of the sound in the audio scene
|
|
///
|
|
/// \return Position of the sound
|
|
///
|
|
/// \see SetPosition
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
Vector3f getPosition()
|
|
{
|
|
Vector3f ret;
|
|
sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
|
|
return ret;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Tell whether the sound's position is relative to the
|
|
/// listener or is absolute
|
|
///
|
|
/// \return True if the position is relative, false if it's absolute
|
|
///
|
|
/// \see SetRelativeToListener
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
bool isRelativeToListener()
|
|
{
|
|
return sfSoundSource_IsRelativeToListener(m_ptr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the minimum distance of the sound
|
|
///
|
|
/// \return Minimum distance of the sound
|
|
///
|
|
/// \see SetMinDistance, GetAttenuation
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
float getMinDistance()
|
|
{
|
|
return sfSoundSource_GetMinDistance(m_ptr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the attenuation factor of the sound
|
|
///
|
|
/// \return Attenuation factor of the sound
|
|
///
|
|
/// \see SetAttenuation, GetMinDistance
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
float getAttenuation()
|
|
{
|
|
return sfSoundSource_GetAttenuation(m_ptr);
|
|
}
|
|
|
|
override void dispose()
|
|
{
|
|
sfSoundSource_Destroy(m_ptr);
|
|
}
|
|
|
|
private:
|
|
|
|
static extern(C)
|
|
{
|
|
void* function() sfSoundSource_Create;
|
|
void function(void*) sfSoundSource_Destroy;
|
|
|
|
SoundStatus function(void*) sfSoundSource_GetStatus;
|
|
void function(void*, float) sfSoundSource_SetPitch;
|
|
void function(void*, float) sfSoundSource_SetVolume;
|
|
void function(void*, float, float, float) sfSoundSource_SetPosition;
|
|
float function(void*) sfSoundSource_GetPitch;
|
|
float function(void*) sfSoundSource_GetVolume;
|
|
void function(void*, float*, float*, float*) sfSoundSource_GetPosition;
|
|
float function(void*) sfSoundSource_GetMinDistance;
|
|
float function(void*) sfSoundSource_GetAttenuation;
|
|
void function(void*, float) sfSoundSource_SetMinDistance;
|
|
void function(void*, float) sfSoundSource_SetAttenuation;
|
|
|
|
void function(void*, bool) sfSoundSource_SetRelativeToListener;
|
|
bool function(void*) sfSoundSource_IsRelativeToListener;
|
|
}
|
|
|
|
static this()
|
|
{
|
|
debug
|
|
DllLoader dll = DllLoader.load("csfml-audio-d");
|
|
else
|
|
DllLoader dll = DllLoader.load("csfml-audio");
|
|
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "Create", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "Destroy", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetStatus", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetPitch", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetPitch", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetVolume", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetVolume", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetPosition", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetPosition", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetMinDistance", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetMinDistance", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "GetAttenuation", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetAttenuation", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "SetRelativeToListener", symbol));
|
|
mixin(loadDerivedFromSharedLib("sfSoundSource", "IsRelativeToListener", symbol));
|
|
}
|
|
} |