SFML/DSFML/import/dsfml/audio/sound.d
trass3r 2f2fc5d4fa replaced all crappy spaces with proper tabs
kept this in its own changeset so it doesn't interfere with real changes

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1334 4e206d99-4929-0410-ac5d-dfc041789085
2010-01-06 20:37:29 +00:00

451 lines
12 KiB
D

/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* 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.
*/
module dsfml.audio.sound;
import dsfml.audio.soundbuffer;
import dsfml.audio.soundstatus;
import dsfml.system.common;
import dsfml.system.exception;
import dsfml.system.vector3;
/**
* Sound defines the properties of the sound such as position,
* volume, pitch, etc.
*/
class Sound : DSFMLObject
{
/**
* Default constructor
*/
this()
{
super(sfSound_Create());
}
/**
* Construct the sound from its parameters
*
* Params:
* buffer = Sound buffer to play
* loop = Loop flag (false by default)
* pitch = Value of the pitch (1 by default)
* volume = Volume (100 by default)
* x = X position (0 by default)
* y = Y position (0 by default)
* z = Z position (0 by default)
*
* Throws:
* NullParameterException if buffer is null
*/
this(SoundBuffer buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f)
{
if (buffer is null)
throw new NullParameterException("NullParameterException : SoundBuffer is null.");
super(sfSound_Create());
sfSound_SetBuffer(m_ptr, buffer.getNativePointer());
sfSound_SetLoop(m_ptr, loop);
sfSound_SetPitch(m_ptr, pitch);
sfSound_SetVolume(m_ptr, volume);
sfSound_SetPosition(m_ptr, x, y, z);
}
override void dispose()
{
sfSound_Destroy(m_ptr);
}
/**
* Play the sound
*/
void play()
{
sfSound_Play(m_ptr);
}
/**
* Pause the sound
*/
void pause()
{
sfSound_Pause(m_ptr);
}
/**
* Stop the sound
*/
void stop()
{
sfSound_Stop(m_ptr);
}
/**
* Set the source buffer
*
* Params:
* buffer = New sound buffer to bind to the sound
*/
void setBuffer(SoundBuffer buffer)
{
if (buffer is null)
throw new NullParameterException("NullParameterException : SoundBuffer is null.");
m_buffer = buffer;
sfSound_SetBuffer(m_ptr, buffer.getNativePointer);
}
/**
* Set the sound loop state.
* This parameter is disabled by default
*
* Params:
* loop = True to play in loop, false to play once
*/
void setLoop(bool loop)
{
sfSound_SetLoop(m_ptr, loop);
}
/**
* Set the sound pitch.
* The default pitch is 1
*
* Params:
* pitch = New pitch
*/
void setPitch(float pitch)
{
sfSound_SetPitch(m_ptr, pitch);
}
/**
* Set the sound volume.
* The default volume is 100
*
* Params:
* volume = Volume (in range [0, 100])
*/
void setVolume(float volume)
in
{
assert(volume >= 0 && volume <= 100);
}
body
{
sfSound_SetVolume(m_ptr, volume);
}
/**
* Set the sound position.
* The default position is (0, 0, 0)
*
* Params:
* x = X position of the sound in the world
* y = Y position of the sound in the world
* z = Z position of the sound in the world
*/
void setPosition(float x, float y, float z)
{
sfSound_SetPosition(m_ptr, x, y, z);
}
/**
* Set the sound position.
* The default position is (0, 0, 0)
*
* Params :
* position = new position
*/
void setPosition(Vector3f position)
{
sfSound_SetPosition(m_ptr, position.x, position.y, position.z);
}
/**
* Set the minimum distance - closer than this distance
* the listener will hear the sound at its maximum volume.
* The default distance is 1.0
*
* Params:
* minDistance = new minimum distance for the sound
*/
void setMinDistance(float minDistance)
{
sfSound_SetMinDistance(m_ptr, minDistance);
}
/**
* Set the attenuation factor - the higher the attenuation, the
* more the sound will be attenuated with distance from listener.
* The default attenuation factor 1.0
*
* Params:
* attenuation = new attenuation factor for the sound
*/
void setAttenuation(float attenuation)
{
sfSound_SetAttenuation(m_ptr, attenuation);
}
/**
* Set the current playing offset of a sound
*
* Params:
* offset = new playing position, expressed in seconds
*/
void setPlayingOffset(float offset)
{
sfSound_SetPlayingOffset(m_ptr, offset);
}
/**
* Get the source buffer
*
* Returns:
* Sound buffer bound to the sound (can be NULL)
*/
SoundBuffer getBuffer()
{
return m_buffer;
}
/**
* Tell whether or not the sound is looping
*
* Returns:
* True if the sound is looping, false otherwise
*/
bool getLoop()
{
return cast(bool)(sfSound_GetLoop(m_ptr));
}
/**
* Get the pitch
*
* Returns:
* Pitch value
*/
float getPitch()
{
return sfSound_GetPitch(m_ptr);
}
/**
* Get the volume
*
* Returns:
* Volume value (in range [1, 100])
*/
float getVolume()
{
return sfSound_GetVolume(m_ptr);
}
/**
* Get the sound position
*
* Params:
* x = X position of the sound in the world
* y = Y position of the sound in the world
* z = Z position of the sound in the world
*/
Vector3f getPosition()
{
Vector3f ret;
sfSound_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
return ret;
}
/**
* Get the minimum distance
*
* Returns:
* Minimum distance for the sound
*/
float getMinDistance()
{
return sfSound_GetMinDistance(m_ptr);
}
/**
* Get the attenuation factor
*
* Returns:
* Attenuation factor of the sound
*
*/
float getAttenuation()
{
return sfSound_GetAttenuation(m_ptr);
}
/**
* Get the status of the sound (stopped, paused, playing)
*
* Returns:
* Current status of the sound
*/
SoundStatus getStatus()
{
return sfSound_GetStatus(m_ptr);
}
/**
* Get the current playing position of the sound
*
* Returns:
* Current playing position, expressed in seconds
*/
float getPlayingOffset()
{
return sfSound_GetPlayingOffset(m_ptr);
}
/**
* Make the sound's position relative to the listener's position, or absolute.
* The default value is false (absolute)
*
* Params:
* relative = True to set the position relative, false to set it absolute
*/
void setRelativeToListener(bool relative)
{
sfSound_SetRelativeToListener(m_ptr, relative);
}
/**
* Tell if the sound's position is relative to the listener's
* position, or if it's absolute
*
* Returns:
* true if the position is relative, sfFalse if it's absolute
*/
bool isRelativeToListener()
{
return sfSound_IsRelativeToListener(m_ptr);
}
private:
SoundBuffer m_buffer;
// External ====================================================================
extern (C)
{
typedef void* function() pf_sfSound_Create;
typedef void function(void*) pf_sfSound_Destroy;
typedef void function(void*) pf_sfSound_Play;
typedef void function(void*) pf_sfSound_Pause;
typedef void function(void*) pf_sfSound_Stop;
typedef void function(void*, void*) pf_sfSound_SetBuffer;
typedef void* function(void*) pf_sfSound_GetBuffer;
typedef void function(void*, int) pf_sfSound_SetLoop;
typedef int function(void*) pf_sfSound_GetLoop;
typedef SoundStatus function(void*) pf_sfSound_GetStatus;
typedef void function(void*, float) pf_sfSound_SetPitch;
typedef void function(void*, float) pf_sfSound_SetVolume;
typedef void function(void*, float, float, float) pf_sfSound_SetPosition;
typedef float function(void*) pf_sfSound_GetPitch;
typedef float function(void*) pf_sfSound_GetVolume;
typedef void function(void*, float*, float*, float*) pf_sfSound_GetPosition;
typedef float function(void*) pf_sfSound_GetPlayingOffset;
typedef float function(void*) pf_sfSound_GetMinDistance;
typedef float function(void*) pf_sfSound_GetAttenuation;
typedef void function(void*, float) pf_sfSound_SetMinDistance;
typedef void function(void*, float) pf_sfSound_SetAttenuation;
typedef void function(void*, float) pf_sfSound_SetPlayingOffset;
static void function(void*, bool) sfSound_SetRelativeToListener;
static bool function(void*) sfSound_IsRelativeToListener;
static pf_sfSound_Create sfSound_Create;
static pf_sfSound_Destroy sfSound_Destroy;
static pf_sfSound_Play sfSound_Play;
static pf_sfSound_Pause sfSound_Pause;
static pf_sfSound_Stop sfSound_Stop;
static pf_sfSound_SetBuffer sfSound_SetBuffer;
static pf_sfSound_GetBuffer sfSound_GetBuffer;
static pf_sfSound_SetLoop sfSound_SetLoop;
static pf_sfSound_GetLoop sfSound_GetLoop;
static pf_sfSound_GetStatus sfSound_GetStatus;
static pf_sfSound_SetPitch sfSound_SetPitch;
static pf_sfSound_SetVolume sfSound_SetVolume;
static pf_sfSound_SetPosition sfSound_SetPosition;
static pf_sfSound_GetPitch sfSound_GetPitch;
static pf_sfSound_GetVolume sfSound_GetVolume;
static pf_sfSound_GetPosition sfSound_GetPosition;
static pf_sfSound_GetPlayingOffset sfSound_GetPlayingOffset;
static pf_sfSound_GetMinDistance sfSound_GetMinDistance;
static pf_sfSound_GetAttenuation sfSound_GetAttenuation;
static pf_sfSound_SetMinDistance sfSound_SetMinDistance;
static pf_sfSound_SetAttenuation sfSound_SetAttenuation;
static pf_sfSound_SetPlayingOffset sfSound_SetPlayingOffset;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-audio-d");
else
DllLoader dll = DllLoader.load("csfml-audio");
sfSound_Create = cast(pf_sfSound_Create)dll.getSymbol("sfSound_Create");
sfSound_Destroy = cast(pf_sfSound_Destroy)dll.getSymbol("sfSound_Destroy");
sfSound_Play = cast(pf_sfSound_Play)dll.getSymbol("sfSound_Play");
sfSound_Pause = cast(pf_sfSound_Pause)dll.getSymbol("sfSound_Pause");
sfSound_Stop = cast(pf_sfSound_Stop)dll.getSymbol("sfSound_Stop");
sfSound_SetBuffer = cast(pf_sfSound_SetBuffer)dll.getSymbol("sfSound_SetBuffer");
sfSound_GetBuffer = cast(pf_sfSound_GetBuffer)dll.getSymbol("sfSound_GetBuffer");
sfSound_SetLoop = cast(pf_sfSound_SetLoop)dll.getSymbol("sfSound_SetLoop");
sfSound_GetLoop = cast(pf_sfSound_GetLoop)dll.getSymbol("sfSound_GetLoop");
sfSound_GetStatus = cast(pf_sfSound_GetStatus)dll.getSymbol("sfSound_GetStatus");
sfSound_SetPitch = cast(pf_sfSound_SetPitch)dll.getSymbol("sfSound_SetPitch");
sfSound_SetVolume = cast(pf_sfSound_SetVolume)dll.getSymbol("sfSound_SetVolume");
sfSound_SetPosition = cast(pf_sfSound_SetPosition)dll.getSymbol("sfSound_SetPosition");
sfSound_GetPitch = cast(pf_sfSound_GetPitch)dll.getSymbol("sfSound_GetPitch");
sfSound_GetVolume = cast(pf_sfSound_GetVolume)dll.getSymbol("sfSound_GetVolume");
sfSound_GetPosition = cast(pf_sfSound_GetPosition)dll.getSymbol("sfSound_GetPosition");
sfSound_GetPlayingOffset = cast(pf_sfSound_GetPlayingOffset)dll.getSymbol("sfSound_GetPlayingOffset");
sfSound_GetMinDistance = cast(pf_sfSound_GetMinDistance)dll.getSymbol("sfSound_GetMinDistance");
sfSound_GetAttenuation = cast(pf_sfSound_GetAttenuation)dll.getSymbol("sfSound_GetAttenuation");
sfSound_SetMinDistance = cast(pf_sfSound_SetMinDistance)dll.getSymbol("sfSound_SetMinDistance");
sfSound_SetAttenuation = cast(pf_sfSound_SetAttenuation)dll.getSymbol("sfSound_SetAttenuation");
sfSound_SetPlayingOffset = cast(pf_sfSound_SetPlayingOffset)dll.getSymbol("sfSound_SetPlayingOffset");
mixin(loadFromSharedLib("sfSound_SetRelativeToListener"));
mixin(loadFromSharedLib("sfSound_IsRelativeToListener"));
}
}