//////////////////////////////////////////////////////////// // // 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_SOUNDSTREAM_HPP #define SFML_SOUNDSTREAM_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Abstract base class for streamed audio sources /// //////////////////////////////////////////////////////////// class SFML_API SoundStream : public SoundSource { public : //////////////////////////////////////////////////////////// /// \brief Structure defining a chunk of audio data to stream /// //////////////////////////////////////////////////////////// struct Chunk { const Int16* Samples; ///< Pointer to the audio samples std::size_t NbSamples; ///< Number of samples pointed by Samples }; //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// virtual ~SoundStream(); //////////////////////////////////////////////////////////// /// \brief Start or resume playing the audio stream /// /// This function starts the stream if it was stopped, resumes /// it if it was paused, and restarts it from beginning if it /// was it already playing. /// This function uses its own thread so that it doesn't block /// the rest of the program while the stream is played. /// /// \see Pause, Stop /// //////////////////////////////////////////////////////////// void Play(); //////////////////////////////////////////////////////////// /// \brief Pause the audio stream /// /// This function pauses the stream if it was playing, /// otherwise (stream already paused or stopped) it has no effect. /// /// \see Play, Stop /// //////////////////////////////////////////////////////////// void Pause(); //////////////////////////////////////////////////////////// /// \brief Stop playing the audio stream /// /// This function stops the stream if it was playing or paused, /// and does nothing if it was already stopped. /// It also resets the playing position (unlike Pause()). /// /// \see Play, Pause /// //////////////////////////////////////////////////////////// void Stop(); //////////////////////////////////////////////////////////// /// \brief Return the number of channels of the stream /// /// 1 channel means a mono sound, 2 means stereo, etc. /// /// \return Number of channels /// //////////////////////////////////////////////////////////// unsigned int GetChannelsCount() const; //////////////////////////////////////////////////////////// /// \brief Get the stream sample rate of the stream /// /// The sample rate is the number of audio samples played per /// second. The higher, the better the quality. /// /// \return Sample rate, in number of samples per second /// //////////////////////////////////////////////////////////// unsigned int GetSampleRate() const; //////////////////////////////////////////////////////////// /// \brief Get the current status of the stream (stopped, paused, playing) /// /// \return Current status /// //////////////////////////////////////////////////////////// Status GetStatus() const; //////////////////////////////////////////////////////////// /// \brief Change the current playing position of the stream /// /// The playing position can be changed when the stream is /// either paused or playing. /// /// \param timeOffset New playing position, in seconds /// /// \see GetPlayingOffset /// //////////////////////////////////////////////////////////// void SetPlayingOffset(float timeOffset); //////////////////////////////////////////////////////////// /// \brief Get the current playing position of the stream /// /// \return Current playing position, in seconds /// /// \see SetPlayingOffset /// //////////////////////////////////////////////////////////// float GetPlayingOffset() const; //////////////////////////////////////////////////////////// /// \brief Set whether or not the stream should loop after reaching the end /// /// If set, the stream will restart from beginning after /// reaching the end and so on, until it is stopped or /// SetLoop(false) is called. /// The default looping state for streams is false. /// /// \param loop True to play in loop, false to play once /// /// \see GetLoop /// //////////////////////////////////////////////////////////// void SetLoop(bool loop); //////////////////////////////////////////////////////////// /// \brief Tell whether or not the stream is in loop mode /// /// \return True if the stream is looping, false otherwise /// /// \see SetLoop /// //////////////////////////////////////////////////////////// bool GetLoop() const; protected : //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// This constructor is only meant to be called by derived classes. /// //////////////////////////////////////////////////////////// SoundStream(); //////////////////////////////////////////////////////////// /// \brief Define the audio stream parameters /// /// This function must be called by derived classes as soon /// as they know the audio settings of the stream to play. /// Any attempt to manipulate the stream (Play(), ...) before /// calling this function will fail. /// It can be called multiple times if the settings of the /// audio stream change, but only when the stream is stopped. /// /// \param channelsCount Number of channels of the stream /// \param sampleRate Sample rate, in samples per second /// //////////////////////////////////////////////////////////// void Initialize(unsigned int channelsCount, unsigned int sampleRate); private : //////////////////////////////////////////////////////////// /// \brief Function called as the entry point of the thread /// /// This function starts the streaming loop, and returns /// only when the sound is stopped. /// //////////////////////////////////////////////////////////// void Stream(); //////////////////////////////////////////////////////////// /// \brief Request a new chunk of audio samples from the stream source /// /// This function must be overriden by derived classes to provide /// the audio samples to play. It is called continuously by the /// streaming loop, in a separate thread. /// The source can choose to stop the streaming loop at any time, by /// returning false to the caller. /// /// \param data Chunk of data to fill /// /// \return True to continue playback, false to stop /// //////////////////////////////////////////////////////////// virtual bool OnGetData(Chunk& data) = 0; //////////////////////////////////////////////////////////// /// \brief Change the current playing position in the stream source /// /// This function must be overriden by derived classes to /// allow random seeking into the stream source. /// /// \param timeOffset New playing position, in seconds /// //////////////////////////////////////////////////////////// virtual void OnSeek(float timeOffset) = 0; //////////////////////////////////////////////////////////// /// \brief Fill a new buffer with audio samples, and append /// it to the playing queue /// /// This function is called as soon as a buffer has been fully /// consumed; it fills it again and inserts it back into the /// playing queue. /// /// \param buffer Number of the buffer to fill (in [0, BuffersCount]) /// /// \return True if the stream source has requested to stop, false otherwise /// //////////////////////////////////////////////////////////// bool FillAndPushBuffer(unsigned int bufferNum); //////////////////////////////////////////////////////////// /// \brief Fill the audio buffers and put them all into the playing queue /// /// This function is called when playing starts and the /// playing queue is empty. /// /// \return True if the derived class has requested to stop, false otherwise /// //////////////////////////////////////////////////////////// bool FillQueue(); //////////////////////////////////////////////////////////// /// \brief Clear all the audio buffers and empty the playing queue /// /// This function is called when the stream is stopped. /// //////////////////////////////////////////////////////////// void ClearQueue(); enum { BuffersCount = 3 ///< Number of audio buffers used by the streaming loop }; //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// Thread myThread; ///< Thread running the background tasks bool myIsStreaming; ///< Streaming state (true = playing, false = stopped) unsigned int myBuffers[BuffersCount]; ///< Sound buffers used to store temporary audio data unsigned int myChannelsCount; ///< Number of channels (1 = mono, 2 = stereo, ...) unsigned int mySampleRate; ///< Frequency (samples / second) unsigned long myFormat; ///< Format of the internal sound buffers bool myLoop; ///< Loop flag (true to loop, false to play once) unsigned int mySamplesProcessed; ///< Number of buffers processed since beginning of the stream bool myEndBuffers[BuffersCount]; ///< Each buffer is marked as "end buffer" or not, for proper duration calculation }; } // namespace sf #endif // SFML_SOUNDSTREAM_HPP //////////////////////////////////////////////////////////// /// \class sf::SoundStream /// \ingroup audio /// /// Unlike audio buffers (see sf::SoundBuffer), audio streams /// are never completely loaded in memory. Instead, the audio /// data is acquired continuously while the stream is playing. /// This behaviour allows to play a sound with no loading delay, /// and keeps the memory consumption very low. /// /// Sound sources that need to be streamed are usually big files /// (compressed audio musics that would eat hundreds of MB in memory) /// or files that would take a lot of time to be received /// (sounds played over the network). /// /// sf::SoundStream is a base class that doesn't care about the /// stream source, which is left to the derived class. SFML provides /// a built-in specialization for big files (see sf::Music). /// No network stream source is provided, but you can write your own /// by combining this class with the network module. /// /// A derived class has to override two virtual functions: /// \li OnGetData fills a new chunk of audio data to be played /// \li OnSeek changes the current playing position in the source /// /// It is important to note that each SoundStream is played in its /// own separate thread, so that the streaming loop doesn't block the /// rest of the program. In particular, the OnGetData and OnSeek /// virtual functions may sometimes be called from this separate thread. /// It is important to keep this in mind, because you may have to take /// care of synchronization issues if you share data between threads. /// /// Usage example: /// \code /// class CustomStream : public sf::SoundStream /// { /// public : /// /// bool Open(const std::string& location) /// { /// // Open the source and get audio settings /// ... /// unsigned int channelsCount = ...; /// unsigned int sampleRate = ...; /// /// // Initialize the stream -- important! /// Initialize(channelsCount, sampleRate); /// } /// /// private : /// /// virtual bool OnGetData(Chunk& data) /// { /// // Fill the chunk with audio data from the stream source /// data.Samples = ...; /// data.NbSamples = ...; /// /// // Return true to continue playing /// return true; /// } /// /// virtual void OnSeek(float timeOffset) /// { /// // Change the current position in the stream source /// ... /// } /// } /// /// // Usage /// CustomStream stream; /// stream.Open("path/to/stream"); /// stream.Play(); /// \endcode /// /// \see sf::Music /// ////////////////////////////////////////////////////////////