//////////////////////////////////////////////////////////// // // 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_MUSIC_HPP #define SFML_MUSIC_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include namespace sf { namespace priv { class SoundFile; } //////////////////////////////////////////////////////////// /// \brief Streamed music played from an audio file /// //////////////////////////////////////////////////////////// class SFML_API Music : public SoundStream { public : //////////////////////////////////////////////////////////// /// \brief Default constructor /// //////////////////////////////////////////////////////////// Music(); //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~Music(); //////////////////////////////////////////////////////////// /// \brief Open a music from an audio file /// /// This function doesn't start playing the music (call Play() /// to do so). /// Here is a complete list of all the supported audio formats: /// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, /// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. /// /// \param filename Path of the music file to open /// /// \return True if loading succeeded, false if it failed /// /// \see OpenFromMemory /// //////////////////////////////////////////////////////////// bool OpenFromFile(const std::string& filename); //////////////////////////////////////////////////////////// /// \brief Open a music from an audio file in memory /// /// This function doesn't start playing the music (call Play() /// to do so). /// Here is a complete list of all the supported audio formats: /// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, /// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. /// /// \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 OpenFromFile /// //////////////////////////////////////////////////////////// bool OpenFromMemory(const void* data, std::size_t sizeInBytes); //////////////////////////////////////////////////////////// /// \brief Get the total duration of the music /// /// \return Music duration, in seconds /// //////////////////////////////////////////////////////////// float GetDuration() const; protected : //////////////////////////////////////////////////////////// /// \brief Request a new chunk of audio samples from the stream source /// /// This function fills the chunk from the next samples /// to read from the audio file. /// /// \param data Chunk of data to fill /// /// \return True to continue playback, false to stop /// //////////////////////////////////////////////////////////// virtual bool OnGetData(Chunk& data); //////////////////////////////////////////////////////////// /// \brief Change the current playing position in the stream source /// /// \param timeOffset New playing position, in seconds /// //////////////////////////////////////////////////////////// virtual void OnSeek(float timeOffset); private : //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// priv::SoundFile* myFile; ///< Sound file float myDuration; ///< Music duration, in seconds std::vector mySamples; ///< Temporary buffer of samples Mutex myMutex; ///< Mutex protecting the data }; } // namespace sf #endif // SFML_MUSIC_HPP //////////////////////////////////////////////////////////// /// \class sf::Music /// \ingroup audio /// /// Musics are sounds that are streamed rather than completely /// loaded in memory. This is especially useful for compressed /// musics that usually take hundreds of MB when they are /// uncompressed: by streaming it instead of loading it entirely, /// you avoid saturating the memory and have almost no loading delay. /// /// Apart from that, a sf::Music has almost the same features as /// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop /// it, request its parameters (channels, sample rate), change /// the way it is played (pitch, volume, 3D position, ...), etc. /// /// As a sound stream, a music is played in its own thread in order /// not to block the rest of the program. This means that you can /// leave the music alone after calling Play(), it will manage itself /// very well. /// /// Usage example: /// \code /// // Declare a new music /// sf::Music music; /// /// // Open it from an audio file /// if (!music.OpenFromFile("music.ogg")) /// { /// // error... /// } /// /// // Change some parameters /// music.SetPosition(0, 1, 10); // change its 3D position /// music.SetPitch(2); // increase the pitch /// music.SetVolume(50); // reduce the volume /// music.SetLoop(true); // make it loop /// /// // Play it /// music.Play(); /// \endcode /// /// \see sf::Sound, sf::SoundStream /// ////////////////////////////////////////////////////////////