//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com) // // 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. // //////////////////////////////////////////////////////////// #ifndef SFML_SOUNDBUFFERRECORDER_HPP #define SFML_SOUNDBUFFERRECORDER_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Specialized SoundRecorder which stores the captured /// audio data into a sound buffer /// //////////////////////////////////////////////////////////// class SFML_API SoundBufferRecorder : public SoundRecorder { public : //////////////////////////////////////////////////////////// /// \brief Get the sound buffer containing the captured audio data /// /// The sound buffer is valid only after the capture has ended. /// This function provides a read-only access to the internal /// sound buffer, but it can be copied if you need to /// make any modification to it. /// /// \return Read-only access to the sound buffer /// //////////////////////////////////////////////////////////// const SoundBuffer& GetBuffer() const; private : //////////////////////////////////////////////////////////// /// \brief Start capturing audio data /// /// \return True to start the capture, or false to abort it /// //////////////////////////////////////////////////////////// virtual bool OnStart(); //////////////////////////////////////////////////////////// /// \brief Process a new chunk of recorded samples /// /// \param samples Pointer to the new chunk of recorded samples /// \param samplesCount Number of samples pointed by \a samples /// /// \return True to continue the capture, or false to stop it /// //////////////////////////////////////////////////////////// virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount); //////////////////////////////////////////////////////////// /// \brief Stop capturing audio data /// //////////////////////////////////////////////////////////// virtual void OnStop(); //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// std::vector mySamples; ///< Temporary sample buffer to hold the recorded data SoundBuffer myBuffer; ///< Sound buffer that will contain the recorded data }; } // namespace sf #endif // SFML_SOUNDBUFFERRECORDER_HPP //////////////////////////////////////////////////////////// /// \class sf::SoundBufferRecorder /// \ingroup audio /// /// sf::SoundBufferRecorder allows to access a recorded sound /// through a sf::SoundBuffer, so that it can be played, saved /// to a file, etc. /// /// It has the same simple interface as its base class (Start(), Stop()) /// and adds a function to retrieve the recorded sound buffer /// (GetBuffer()). /// /// As usual, don't forget to call the IsAvailable() function /// before using this class (see sf::SoundRecorder for more details /// about this). /// /// Usage example: /// \code /// if (SoundBufferRecorder::IsAvailable()) /// { /// // Record some audio data /// SoundBufferRecorder recorder; /// recorder.Start(); /// ... /// recorder.Stop(); /// /// // Get the buffer containing the captured audio data /// const sf::SoundBuffer& buffer = recorder.GetBuffer(); /// /// // Save it to a file (for example...) /// buffer.SaveToFile("my_record.ogg"); /// } /// \endcode /// /// \see sf::SoundRecorder /// ////////////////////////////////////////////////////////////