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0e2297af28
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
311 lines
8.2 KiB
D
311 lines
8.2 KiB
D
/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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module dsfml.audio.soundsource;
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import dsfml.system.vector;
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import dsfml.system.common;
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/// the sound's current status
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enum SoundStatus
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{
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Stopped, /// Sound is not playing
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Paused, /// Sound is paused
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Playing /// Sound is playing
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}
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/// base class
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package class SoundSource(alias derivedClassName) : DSFMLObject
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{
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protected:
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/**
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* Default constructor
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*
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* This constructor is meant ot be called by derived classes only.
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*
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*/
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this()
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{
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super(sfSoundSource_Create());
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}
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this(SFMLClass ptr)
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{
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super(ptr);
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}
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override void dispose()
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{
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sfSoundSource_Destroy(m_ptr);
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}
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public:
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/**
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* Set the 3D position of the sound in the audio scene
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*
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* Only sounds with one channel (mono sounds) can be spatialized.
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* The default position of a sound is (0, 0, 0).
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*
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* Params:
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* x = X coordinate of the position of the sound in the scene
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* y = Y coordinate of the position of the sound in the scene
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* z = Z coordinate of the position of the sound in the scene
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*/
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void setPosition(float x, float y, float z)
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{
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sfSoundSource_SetPosition(m_ptr, x, y, z);
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}
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@property
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{
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/**
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* Get the current status of the sound (stopped, paused, playing)
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*
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* Returns:
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* current status of the sound
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*/
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SoundStatus status()
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{
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return sfSoundSource_GetStatus(m_ptr);
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}
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/**
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* Set the pitch of the sound
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*
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* The pitch represents the perceived fundamental frequency
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* of a sound; thus you can make a sound more acute or grave
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* by changing its pitch. A side effect of changing the pitch
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* is to modify the playing speed of the sound as well.
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* The default value for the pitch is 1.
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*
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* Params:
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* pitch = New pitch to apply to the sound
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*/
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void pitch(float pitch)
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{
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sfSoundSource_SetPitch(m_ptr, pitch);
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}
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/**
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* Get the pitch of the sound
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*
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* Returns:
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* pitch of the sound
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*/
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float pitch()
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{
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return sfSoundSource_GetPitch(m_ptr);
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}
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/**
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* Set the volume of the sound
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*
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* The volume is a value between 0 (mute) and 100 (full volume).
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* The default value for the volume is 100.
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*
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* Params:
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* volume = volume of the sound
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*/
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void volume(float volume)
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in
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{
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assert(volume >= 0 && volume <= 100);
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}
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body
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{
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sfSoundSource_SetVolume(m_ptr, volume);
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}
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/**
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* Get the volume of the sound
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*
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* Returns:
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* Volume of the sound, in the range [0, 100]
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*/
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float volume()
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{
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return sfSoundSource_GetVolume(m_ptr);
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}
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/**
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* Set the 3D position of the sound in the audio scene
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*
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* Only sounds with one channel (mono sounds) can be
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* spatialized.
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* The default position of a sound is (0, 0, 0).
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*
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* Params:
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* position = Position of the sound in the scene
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*/
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void position(Vector3f position)
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{
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sfSoundSource_SetPosition(m_ptr, position.x, position.y, position.z);
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}
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/**
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* Get the 3D position of the sound in the audio scene
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*
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* Returns:
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* Position of the sound
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*/
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Vector3f position()
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{
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Vector3f ret;
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sfSoundSource_GetPosition(m_ptr, &ret.x, &ret.y, &ret.z);
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return ret;
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}
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/**
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* Make the sound's position relative to the listener or absolute
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*
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* Making a sound relative to the listener will ensure that it will always
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* be played the same way regardless the position of the listener.
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* This can be useful for non-spatialized sounds, sounds that are
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* produced by the listener, or sounds attached to it.
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* The default value is false (position is absolute).
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*
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* Params:
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* relative = True to set the position relative, false to set it absolute
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*/
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void relativeToListener(bool relative)
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{
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sfSoundSource_SetRelativeToListener(m_ptr, relative);
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}
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/**
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* Tell whether the sound's position is relative to the listener or is absolute
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*
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* Returns:
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* True if the position is relative, false if it's absolute
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*/
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bool relativeToListener()
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{
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return sfSoundSource_IsRelativeToListener(m_ptr);
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}
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/**
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* Set the minimum distance of the sound
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*
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* The "minimum distance" of a sound is the maximum
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* distance at which it is heard at its maximum volume. Further
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* than the minimum distance, it will start to fade out according
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* to its attenuation factor. A value of 0 ("inside the head
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* of the listener") is an invalid value and is forbidden.
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* The default value of the minimum distance is 1.
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*
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* Params:
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* distance = New minimum distance of the sound
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*
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* \see GetMinDistance, SetAttenuation
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*
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*/
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void minDistance(float distance)
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{
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sfSoundSource_SetMinDistance(m_ptr, distance);
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}
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/**
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* Get the minimum distance of the sound
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*
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* Returns:
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* Minimum distance of the sound
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*
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* \see SetMinDistance, GetAttenuation
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*
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*/
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float minDistance()
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{
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return sfSoundSource_GetMinDistance(m_ptr);
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}
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/**
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* Set the attenuation factor of the sound
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*
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* The attenuation is a multiplicative factor which makes
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* the sound more or less loud according to its distance
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* from the listener. An attenuation of 0 will produce a
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* non-attenuated sound, i.e. its volume will always be the same
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* whether it is heard from near or from far. On the other hand,
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* an attenuation value such as 100 will make the sound fade out
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* very quickly as it gets further from the listener.
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* The default value of the attenuation is 1.
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*
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* Params:
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* attenuation = New attenuation factor of the sound
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*
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* \see GetAttenuation, SetMinDistance
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*
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*/
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void attenuation(float attenuation)
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{
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sfSoundSource_SetAttenuation(m_ptr, attenuation);
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}
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/**
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* Get the attenuation factor of the sound
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*
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* Returns:
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* Attenuation factor of the sound
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*
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* \see SetAttenuation, GetMinDistance
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*
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*/
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float attenuation()
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{
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return sfSoundSource_GetAttenuation(m_ptr);
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}
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} // of @property
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private:
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static extern(C)
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{
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SFMLClass function() sfSoundSource_Create;
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void function(SFMLClass) sfSoundSource_Destroy;
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SoundStatus function(SFMLClass) sfSoundSource_GetStatus;
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void function(SFMLClass, float) sfSoundSource_SetPitch;
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void function(SFMLClass, float) sfSoundSource_SetVolume;
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void function(SFMLClass, float, float, float) sfSoundSource_SetPosition;
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float function(SFMLClass) sfSoundSource_GetPitch;
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float function(SFMLClass) sfSoundSource_GetVolume;
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void function(SFMLClass, float*, float*, float*) sfSoundSource_GetPosition;
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float function(SFMLClass) sfSoundSource_GetMinDistance;
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float function(SFMLClass) sfSoundSource_GetAttenuation;
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void function(SFMLClass, float) sfSoundSource_SetMinDistance;
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void function(SFMLClass, float) sfSoundSource_SetAttenuation;
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void function(SFMLClass, bool) sfSoundSource_SetRelativeToListener;
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bool function(SFMLClass) sfSoundSource_IsRelativeToListener;
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}
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mixin(loadDerivedFromSharedLib("csfml-audio", "sfSoundSource", derivedClassName,
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"Create", "Destroy", "GetStatus", "GetPitch", "SetPitch", "GetVolume", "SetVolume", "GetPosition", "SetPosition",
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"GetMinDistance", "SetMinDistance", "GetAttenuation", "SetAttenuation", "SetRelativeToListener", "IsRelativeToListener"));
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} |