//////////////////////////////////////////////////////////// // // 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_HPP #define SFML_SOUND_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include namespace sf { class SoundBuffer; //////////////////////////////////////////////////////////// /// \brief Regular sound that can be played in the audio environment /// //////////////////////////////////////////////////////////// class SFML_API Sound : public SoundSource { public : //////////////////////////////////////////////////////////// /// \brief Default constructor /// //////////////////////////////////////////////////////////// Sound(); //////////////////////////////////////////////////////////// /// \brief Construct the sound with parameters /// /// \param buffer Sound buffer containing the audio data to play with the sound /// \param loop Should the sound loop? /// \param pitch Pitch of the sound /// \param volume Volume of the sound, in the range [0, 100] /// \param position 3D position of the sound source in the audio scene /// //////////////////////////////////////////////////////////// Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0)); //////////////////////////////////////////////////////////// /// \brief Copy constructor /// /// \param copy Instance to copy /// //////////////////////////////////////////////////////////// Sound(const Sound& copy); //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~Sound(); //////////////////////////////////////////////////////////// /// \brief Start or resume playing the sound /// /// 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 sound is played. /// /// \see Pause, Stop /// //////////////////////////////////////////////////////////// void Play(); //////////////////////////////////////////////////////////// /// \brief Pause the sound /// /// This function pauses the sound if it was playing, /// otherwise (sound already paused or stopped) it has no effect. /// /// \see Play, Stop /// //////////////////////////////////////////////////////////// void Pause(); //////////////////////////////////////////////////////////// /// \brief Stop playing the sound /// /// This function stops the sound 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 Set the source buffer containing the audio data to play /// /// It is important to note that the sound buffer is not copied, /// thus the sf::SoundBuffer instance must remain alive as long /// as it is attached to the sound. /// /// \param buffer Sound buffer to attach to the sound /// /// \see GetBuffer /// //////////////////////////////////////////////////////////// void SetBuffer(const SoundBuffer& buffer); //////////////////////////////////////////////////////////// /// \brief Set whether or not the sound should loop after reaching the end /// /// If set, the sound 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 sound is false. /// /// \param loop True to play in loop, false to play once /// /// \see GetLoop /// //////////////////////////////////////////////////////////// void SetLoop(bool loop); //////////////////////////////////////////////////////////// /// \brief Change the current playing position of the sound /// /// The playing position can be changed when the sound is /// either paused or playing. /// /// \param timeOffset New playing position, in seconds /// /// \see GetPlayingOffset /// //////////////////////////////////////////////////////////// void SetPlayingOffset(float timeOffset); //////////////////////////////////////////////////////////// /// \brief Get the audio buffer attached to the sound /// /// \return Sound buffer attached to the sound (can be NULL) /// //////////////////////////////////////////////////////////// const SoundBuffer* GetBuffer() const; //////////////////////////////////////////////////////////// /// \brief Tell whether or not the sound is in loop mode /// /// \return True if the sound is looping, false otherwise /// /// \see SetLoop /// //////////////////////////////////////////////////////////// bool GetLoop() const; //////////////////////////////////////////////////////////// /// \brief Get the current playing position of the sound /// /// \return Current playing position, in seconds /// /// \see SetPlayingOffset /// //////////////////////////////////////////////////////////// float GetPlayingOffset() const; //////////////////////////////////////////////////////////// /// \brief Get the current status of the sound (stopped, paused, playing) /// /// \return Current status of the sound /// //////////////////////////////////////////////////////////// Status GetStatus() const; //////////////////////////////////////////////////////////// /// \brief Overload of assignment operator /// /// \param right Instance to assign /// /// \return Reference to self /// //////////////////////////////////////////////////////////// Sound& operator =(const Sound& right); //////////////////////////////////////////////////////////// /// \brief Reset the internal buffer of the sound /// /// This function is for internal use only, you don't have /// to use it. It is called by the sf::SoundBuffer that /// this sound uses, when it is destroyed in order to prevent /// the sound from using a dead buffer. /// //////////////////////////////////////////////////////////// void ResetBuffer(); private : //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// ResourcePtr myBuffer; ///< Sound buffer bound to the source }; } // namespace sf #endif // SFML_SOUND_HPP //////////////////////////////////////////////////////////// /// \class sf::Sound /// \ingroup audio /// /// sf::Sound is the class to use to play sounds. /// It provides: /// \li Control (play, pause, stop) /// \li Ability to modify output parameters in real-time (pitch, volume, ...) /// \li 3D spatial features (position, attenuation, ...). /// /// sf::Sound is perfect for playing short sounds that can /// fit in memory and require no latency, like foot steps or /// gun shots. For longer sounds, like background musics /// or long speeches, rather see sf::Music (which is based /// on streaming). /// /// In order to work, a sound must be given a buffer of audio /// data to play. Audio data (samples) is stored in sf::SoundBuffer, /// and attached to a sound with the SetBuffer() function. /// The buffer object attached to a sound must remain alive /// as long as the sound uses it. Note that multiple sounds /// can use the same sound buffer at the same time. /// /// Usage example: /// \code /// sf::SoundBuffer buffer; /// buffer.LoadFromFile("sound.wav"); /// /// sf::Sound sound; /// sound.SetBuffer(buffer); /// sound.Play(); /// \endcode /// /// \see sf::SoundBuffer, sf::Music /// ////////////////////////////////////////////////////////////