//////////////////////////////////////////////////////////// // // 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_SOUND_H #define SFML_SOUND_H //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include //////////////////////////////////////////////////////////// /// Construct a new sound /// /// \return A new sfSound object (NULL if failed) /// //////////////////////////////////////////////////////////// CSFML_API sfSound* sfSound_Create(void); //////////////////////////////////////////////////////////// /// Copy an existing sound /// /// \param sound : Sound to copy /// /// \return Copied object /// //////////////////////////////////////////////////////////// CSFML_API sfSound* sfSound_Copy(sfSound* sound); //////////////////////////////////////////////////////////// /// Destroy an existing sound /// /// \param sound : Sound to delete /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_Destroy(sfSound* sound); //////////////////////////////////////////////////////////// /// Start playing a sound /// /// \param sound : Sound to play /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_Play(sfSound* sound); //////////////////////////////////////////////////////////// /// Pause a sound /// /// \param sound : Sound to pause /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_Pause(sfSound* sound); //////////////////////////////////////////////////////////// /// Stop playing a sound /// /// \param sound : Sound to stop /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_Stop(sfSound* sound); //////////////////////////////////////////////////////////// /// Bind a sound buffer to a sound /// /// \param sound : Sound to set the loop state /// \param buffer : Buffer to bind /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetBuffer(sfSound* sound, const sfSoundBuffer* buffer); //////////////////////////////////////////////////////////// /// Get the sound buffer bound to a sound /// /// \param sound : Sound to get the buffer from /// /// \return Pointer to the sound's buffer /// //////////////////////////////////////////////////////////// CSFML_API const sfSoundBuffer* sfSound_GetBuffer(const sfSound* sound); //////////////////////////////////////////////////////////// /// Set a sound loop state /// /// \param sound : Sound to set the loop state /// \param loop : sfTrue to play in loop, sfFalse to play once /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetLoop(sfSound* sound, sfBool loop); //////////////////////////////////////////////////////////// /// Tell whether or not a sound is looping /// /// \param sound : Sound to get the loop state from /// /// \return sfTrue if the sound is looping, sfFalse otherwise /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfSound_GetLoop(const sfSound* sound); //////////////////////////////////////////////////////////// /// Get the status of a sound (stopped, paused, playing) /// /// \param sound : Sound to get the status from /// /// \return Current status of the sound /// //////////////////////////////////////////////////////////// CSFML_API sfSoundStatus sfSound_GetStatus(const sfSound* sound); //////////////////////////////////////////////////////////// /// Set the pitch of a sound /// /// \param sound : Sound to modify /// \param pitch : New pitch /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetPitch(sfSound* sound, float pitch); //////////////////////////////////////////////////////////// /// Set the volume of a sound /// /// \param sound : Sound to modify /// \param volume : Volume (in range [0, 100]) /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetVolume(sfSound* sound, float volume); //////////////////////////////////////////////////////////// /// Set the position of a sound /// /// \param sound : Sound to modify /// \param x : X position of the sound in the world /// \param y : Y position of the sound in the world /// \param z : Z position of the sound in the world /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetPosition(sfSound* sound, float x, float y, float z); //////////////////////////////////////////////////////////// /// Make the sound's position relative to the listener's /// position, or absolute. /// The default value is false (absolute) /// /// \param sound : Sound to modify /// \param relative : True to set the position relative, false to set it absolute /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetRelativeToListener(sfSound* sound, sfBool relative); //////////////////////////////////////////////////////////// /// Set the minimum distance - closer than this distance, /// the listener will hear the sound at its maximum volume. /// The default minimum distance is 1.0 /// /// \param sound : Sound to modify /// \param distance : New minimum distance for the sound /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetMinDistance(sfSound* sound, float distance); //////////////////////////////////////////////////////////// /// Set the attenuation factor - the higher the attenuation, the /// more the sound will be attenuated with distance from listener. /// The default attenuation factor is 1.0 /// /// \param sound : Sound to modify /// \param attenuation : New attenuation factor for the sound /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetAttenuation(sfSound* sound, float attenuation); //////////////////////////////////////////////////////////// /// Set the current playing position of a sound /// /// \param sound : Sound to modify /// \param timeOffset : New playing position, expressed in seconds /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_SetPlayingOffset(sfSound* sound, float timeOffset); //////////////////////////////////////////////////////////// /// Get the pitch of a sound /// /// \param sound : Sound to get the pitch from /// /// \return Pitch value /// //////////////////////////////////////////////////////////// CSFML_API float sfSound_GetPitch(const sfSound* sound); //////////////////////////////////////////////////////////// /// Get the volume of a sound /// /// \param sound : Sound to get the volume from /// /// \return Volume value (in range [1, 100]) /// //////////////////////////////////////////////////////////// CSFML_API float sfSound_GetVolume(const sfSound* sound); //////////////////////////////////////////////////////////// /// Get the position of a sound /// /// \param sound : Sound to get the position from /// \param x : X position of the sound in the world /// \param y : Y position of the sound in the world /// \param z : Z position of the sound in the world /// //////////////////////////////////////////////////////////// CSFML_API void sfSound_GetPosition(const sfSound* sound, float* x, float* y, float* z); //////////////////////////////////////////////////////////// /// Tell if the sound's position is relative to the listener's /// position, or if it's absolute /// /// \param sound : Sound to check /// /// \return sfTrue if the position is relative, sfFalse if it's absolute /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfSound_IsRelativeToListener(const sfSound* sound); //////////////////////////////////////////////////////////// /// Get the minimum distance of a sound /// /// \param sound : Sound to get the minimum distance from /// /// \return Minimum distance for the sound /// //////////////////////////////////////////////////////////// CSFML_API float sfSound_GetMinDistance(const sfSound* sound); //////////////////////////////////////////////////////////// /// Get the attenuation factor of a sound /// /// \param sound : Sound to get the attenuation factor from /// /// \return Attenuation factor for the sound /// //////////////////////////////////////////////////////////// CSFML_API float sfSound_GetAttenuation(const sfSound* sound); //////////////////////////////////////////////////////////// /// Get the current playing position of a sound /// /// \param sound : Sound to get the position from /// /// \return Current playing position, expressed in seconds /// //////////////////////////////////////////////////////////// CSFML_API float sfSound_GetPlayingOffset(const sfSound* sound); #endif // SFML_SOUND_H