SFML/include/SFML/Audio/SoundBuffer.hpp
2024-09-11 16:02:01 -06:00

432 lines
17 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
//
// 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.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Export.hpp>
#include <SFML/Audio/SoundChannel.hpp>
#include <SFML/System/Time.hpp>
#include <filesystem>
#include <unordered_set>
#include <vector>
#include <cstddef>
#include <cstdint>
namespace sf
{
class Sound;
class InputSoundFile;
class InputStream;
////////////////////////////////////////////////////////////
/// \brief Storage for audio samples defining a sound
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API SoundBuffer
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Construct an empty sound buffer that does not contain
/// any samples.
///
////////////////////////////////////////////////////////////
SoundBuffer() = default;
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
SoundBuffer(const SoundBuffer& copy);
////////////////////////////////////////////////////////////
/// \brief Construct the sound buffer from a file
///
/// See the documentation of `sf::InputSoundFile` for the list
/// of supported formats.
///
/// \param filename Path of the sound file to load
///
/// \throws `sf::Exception` if loading was unsuccessful
///
/// \see `loadFromMemory`, `loadFromStream`, `loadFromSamples`, `saveToFile`
///
////////////////////////////////////////////////////////////
SoundBuffer(const std::filesystem::path& filename);
////////////////////////////////////////////////////////////
/// \brief Construct the sound buffer from a file in memory
///
/// See the documentation of `sf::InputSoundFile` for the list
/// of supported formats.
///
/// \param data Pointer to the file data in memory
/// \param sizeInBytes Size of the data to load, in bytes
///
/// \throws `sf::Exception` if loading was unsuccessful
///
/// \see `loadFromFile`, `loadFromStream`, `loadFromSamples`
///
////////////////////////////////////////////////////////////
SoundBuffer(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// \brief Construct the sound buffer from a custom stream
///
/// See the documentation of `sf::InputSoundFile` for the list
/// of supported formats.
///
/// \param stream Source stream to read from
///
/// \throws `sf::Exception` if loading was unsuccessful
///
/// \see `loadFromFile`, `loadFromMemory`, `loadFromSamples`
///
////////////////////////////////////////////////////////////
SoundBuffer(InputStream& stream);
////////////////////////////////////////////////////////////
/// \brief Construct the sound buffer from an array of audio samples
///
/// The assumed format of the audio samples is 16 bit signed integer.
///
/// \param samples Pointer to the array of samples in memory
/// \param sampleCount Number of samples in the array
/// \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
/// \param sampleRate Sample rate (number of samples to play per second)
/// \param channelMap Map of position in sample frame to sound channel
///
/// \throws `sf::Exception` if loading was unsuccessful
///
/// \see `loadFromFile`, `loadFromMemory`, `saveToFile`
///
////////////////////////////////////////////////////////////
SoundBuffer(const std::int16_t* samples,
std::uint64_t sampleCount,
unsigned int channelCount,
unsigned int sampleRate,
const std::vector<SoundChannel>& channelMap);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~SoundBuffer();
////////////////////////////////////////////////////////////
/// \brief Load the sound buffer from a file
///
/// See the documentation of `sf::InputSoundFile` for the list
/// of supported formats.
///
/// \param filename Path of the sound file to load
///
/// \return `true` if loading succeeded, `false` if it failed
///
/// \see `loadFromMemory`, `loadFromStream`, `loadFromSamples`, `saveToFile`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool loadFromFile(const std::filesystem::path& filename);
////////////////////////////////////////////////////////////
/// \brief Load the sound buffer from a file in memory
///
/// See the documentation of `sf::InputSoundFile` for the list
/// of supported formats.
///
/// \param data Pointer to the file data in memory
/// \param sizeInBytes Size of the data to load, in bytes
///
/// \return `true` if loading succeeded, `false` if it failed
///
/// \see `loadFromFile`, `loadFromStream`, `loadFromSamples`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool loadFromMemory(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// \brief Load the sound buffer from a custom stream
///
/// See the documentation of `sf::InputSoundFile` for the list
/// of supported formats.
///
/// \param stream Source stream to read from
///
/// \return `true` if loading succeeded, `false` if it failed
///
/// \see `loadFromFile`, `loadFromMemory`, `loadFromSamples`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool loadFromStream(InputStream& stream);
////////////////////////////////////////////////////////////
/// \brief Load the sound buffer from an array of audio samples
///
/// The assumed format of the audio samples is 16 bit signed integer.
///
/// \param samples Pointer to the array of samples in memory
/// \param sampleCount Number of samples in the array
/// \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
/// \param sampleRate Sample rate (number of samples to play per second)
/// \param channelMap Map of position in sample frame to sound channel
///
/// \return `true` if loading succeeded, `false` if it failed
///
/// \see `loadFromFile`, `loadFromMemory`, `saveToFile`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool loadFromSamples(const std::int16_t* samples,
std::uint64_t sampleCount,
unsigned int channelCount,
unsigned int sampleRate,
const std::vector<SoundChannel>& channelMap);
////////////////////////////////////////////////////////////
/// \brief Save the sound buffer to an audio file
///
/// See the documentation of `sf::OutputSoundFile` for the list
/// of supported formats.
///
/// \param filename Path of the sound file to write
///
/// \return `true` if saving succeeded, `false` if it failed
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool saveToFile(const std::filesystem::path& filename) const;
////////////////////////////////////////////////////////////
/// \brief Get the array of audio samples stored in the buffer
///
/// The format of the returned samples is 16 bit signed integer.
/// The total number of samples in this array is given by the
/// `getSampleCount()` function.
///
/// \return Read-only pointer to the array of sound samples
///
/// \see `getSampleCount`
///
////////////////////////////////////////////////////////////
[[nodiscard]] const std::int16_t* getSamples() const;
////////////////////////////////////////////////////////////
/// \brief Get the number of samples stored in the buffer
///
/// The array of samples can be accessed with the `getSamples()`
/// function.
///
/// \return Number of samples
///
/// \see `getSamples`
///
////////////////////////////////////////////////////////////
[[nodiscard]] std::uint64_t getSampleCount() const;
////////////////////////////////////////////////////////////
/// \brief Get the sample rate of the sound
///
/// The sample rate is the number of samples played per second.
/// The higher, the better the quality (for example, 44100
/// samples/s is CD quality).
///
/// \return Sample rate (number of samples per second)
///
/// \see `getChannelCount`, `getChannelMap`, `getDuration`
///
////////////////////////////////////////////////////////////
[[nodiscard]] unsigned int getSampleRate() const;
////////////////////////////////////////////////////////////
/// \brief Get the number of channels used by the sound
///
/// If the sound is mono then the number of channels will
/// be 1, 2 for stereo, etc.
///
/// \return Number of channels
///
/// \see `getSampleRate`, `getChannelMap`, `getDuration`
///
////////////////////////////////////////////////////////////
[[nodiscard]] unsigned int getChannelCount() const;
////////////////////////////////////////////////////////////
/// \brief Get the map of position in sample frame to sound channel
///
/// This is used to map a sample in the sample stream to a
/// position during spatialization.
///
/// \return Map of position in sample frame to sound channel
///
/// \see `getSampleRate`, `getChannelCount`, `getDuration`
///
////////////////////////////////////////////////////////////
[[nodiscard]] std::vector<SoundChannel> getChannelMap() const;
////////////////////////////////////////////////////////////
/// \brief Get the total duration of the sound
///
/// \return Sound duration
///
/// \see `getSampleRate`, `getChannelCount`, `getChannelMap`
///
////////////////////////////////////////////////////////////
[[nodiscard]] Time getDuration() const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
SoundBuffer& operator=(const SoundBuffer& right);
private:
friend class Sound;
////////////////////////////////////////////////////////////
/// \brief Initialize the internal state after loading a new sound
///
/// \param file Sound file providing access to the new loaded sound
///
/// \return `true` on successful initialization, `false` on failure
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool initialize(InputSoundFile& file);
////////////////////////////////////////////////////////////
/// \brief Update the internal buffer with the cached audio samples
///
/// \param channelCount Number of channels
/// \param sampleRate Sample rate (number of samples per second)
/// \param channelMap Map of position in sample frame to sound channel
///
/// \return `true` on success, `false` if any error happened
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool update(unsigned int channelCount, unsigned int sampleRate, const std::vector<SoundChannel>& channelMap);
////////////////////////////////////////////////////////////
/// \brief Add a sound to the list of sounds that use this buffer
///
/// \param sound Sound instance to attach
///
////////////////////////////////////////////////////////////
void attachSound(Sound* sound) const;
////////////////////////////////////////////////////////////
/// \brief Remove a sound from the list of sounds that use this buffer
///
/// \param sound Sound instance to detach
///
////////////////////////////////////////////////////////////
void detachSound(Sound* sound) const;
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
using SoundList = std::unordered_set<Sound*>; //!< Set of unique sound instances
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<std::int16_t> m_samples; //!< Samples buffer
unsigned int m_sampleRate{44100}; //!< Number of samples per second
std::vector<SoundChannel> m_channelMap{SoundChannel::Mono}; //!< The map of position in sample frame to sound channel
Time m_duration; //!< Sound duration
mutable SoundList m_sounds; //!< List of sounds that are using this buffer
};
} // namespace sf
////////////////////////////////////////////////////////////
/// \class sf::SoundBuffer
/// \ingroup audio
///
/// A sound buffer holds the data of a sound, which is
/// an array of audio samples. A sample is a 16 bit signed integer
/// that defines the amplitude of the sound at a given time.
/// The sound is then reconstituted by playing these samples at
/// a high rate (for example, 44100 samples per second is the
/// standard rate used for playing CDs). In short, audio samples
/// are like texture pixels, and a `sf::SoundBuffer` is similar to
/// a `sf::Texture`.
///
/// A sound buffer can be loaded from a file, from memory, from
/// a custom stream (see `sf::InputStream`) or directly from an array
/// of samples. It can also be saved back to a file.
///
/// Sound buffers alone are not very useful: they hold the audio data
/// but cannot be played. To do so, you need to use the `sf::Sound` class,
/// which provides functions to play/pause/stop the sound as well as
/// changing the way it is outputted (volume, pitch, 3D position, ...).
/// This separation allows more flexibility and better performances:
/// indeed a `sf::SoundBuffer` is a heavy resource, and any operation on it
/// is slow (often too slow for real-time applications). On the other
/// side, a `sf::Sound` is a lightweight object, which can use the audio data
/// of a sound buffer and change the way it is played without actually
/// modifying that data. Note that it is also possible to bind
/// several `sf::Sound` instances to the same `sf::SoundBuffer`.
///
/// It is important to note that the `sf::Sound` instance doesn't
/// copy the buffer that it uses, it only keeps a reference to it.
/// Thus, a `sf::SoundBuffer` must not be destructed while it is
/// used by a `sf::Sound` (i.e. never write a function that
/// uses a local `sf::SoundBuffer` instance for loading a sound).
///
/// Usage example:
/// \code
/// // Load a new sound buffer from a file
/// const sf::SoundBuffer buffer("sound.wav");
///
/// // Create a sound source bound to the buffer
/// sf::Sound sound1(buffer);
///
/// // Play the sound
/// sound1.play();
///
/// // Create another sound source bound to the same buffer
/// sf::Sound sound2(buffer);
///
/// // Play it with a higher pitch -- the first sound remains unchanged
/// sound2.setPitch(2);
/// sound2.play();
/// \endcode
///
/// \see `sf::Sound`, `sf::SoundBufferRecorder`
///
////////////////////////////////////////////////////////////