//////////////////////////////////////////////////////////// // // 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_H #define SFML_SOUNDSTREAM_H //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include //////////////////////////////////////////////////////////// /// sfSoundStreamChunk defines the data to fill by the /// OnGetData callback //////////////////////////////////////////////////////////// typedef struct { sfInt16* Samples; ///< Pointer to the audio samples unsigned int NbSamples; ///< Number of samples pointed by Samples } sfSoundStreamChunk; typedef sfBool (*sfSoundStreamGetDataCallback)(sfSoundStreamChunk*, void*); ///< Type of the callback used to get a sound stream data typedef void (*sfSoundStreamSeekCallback)(float, void*); ///< Type of the callback used to seek in a sound stream //////////////////////////////////////////////////////////// /// Construct a new sound stream /// /// \param onGetData : Function called when the stream needs more data (can't be NULL) /// \param onSeek : Function called when the stream seeks (can't be NULL) /// \param channelsCount : Number of channels to use (1 = mono, 2 = stereo) /// \param sampleRate : Sample rate of the sound (44100 = CD quality) /// \param userData : Data to pass to the callback functions /// /// \return A new sfSoundStream object (NULL if failed) /// //////////////////////////////////////////////////////////// CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGetData, sfSoundStreamSeekCallback onSeek, unsigned int channelsCount, unsigned int sampleRate, void* userData); //////////////////////////////////////////////////////////// /// Destroy an existing sound stream /// /// \param soundStream : Sound stream to delete /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_Destroy(sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Start playing a sound stream /// /// \param soundStream : Sound stream to play /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_Play(sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Pause a sound stream /// /// \param soundStream : Sound stream to pause /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_Pause(sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Stop playing a sound stream /// /// \param soundStream : Sound stream to stop /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_Stop(sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Get the status of a sound stream (stopped, paused, playing) /// /// \param soundStream : Sound stream to get the status from /// /// \return Current status of the sound stream /// //////////////////////////////////////////////////////////// CSFML_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Return the number of channels of a sound stream /// (1 = mono, 2 = stereo) /// /// \param soundStream : Sound stream to get the channels count from /// /// \return Number of channels /// //////////////////////////////////////////////////////////// CSFML_API unsigned int sfSoundStream_GetChannelsCount(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Get the sample rate of a sound stream /// /// \param soundStream : Sound stream to get the sample rate from /// /// \return Stream frequency (number of samples per second) /// //////////////////////////////////////////////////////////// CSFML_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Set the pitch of a sound stream /// /// \param soundStream : Sound stream to modify /// \param pitch : New pitch /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch); //////////////////////////////////////////////////////////// /// Set the volume of a sound stream /// /// \param soundStream : Sound stream to modify /// \param volume : Volume (in range [0, 100]) /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume); //////////////////////////////////////////////////////////// /// Set the position of a sound stream /// /// \param soundStream : Sound stream to modify /// \param x : X position of the sound stream in the world /// \param y : Y position of the sound stream in the world /// \param z : Z position of the sound stream in the world /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, float y, float z); //////////////////////////////////////////////////////////// /// Make the sound stream's position relative to the listener's /// position, or absolute. /// The default value is false (absolute) /// /// \param soundStream : Sound stream to modify /// \param relative : True to set the position relative, false to set it absolute /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, sfBool relative); //////////////////////////////////////////////////////////// /// Set the minimum distance - closer than this distance, /// the listener will hear the sound stream at its maximum volume. /// The default minimum distance is 1.0 /// /// \param soundStream : Sound stream to modify /// \param distance : New minimum distance for the sound stream /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float distance); //////////////////////////////////////////////////////////// /// Set the attenuation factor - the higher the attenuation, the /// more the sound stream will be attenuated with distance from listener. /// The default attenuation factor 1.0 /// /// \param soundStream : Sound stream to modify /// \param attenuation : New attenuation factor for the sound stream /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float attenuation); //////////////////////////////////////////////////////////// /// Set the current playing position of a stream /// /// \param soundStream : Sound stream to modify /// \param timeOffset : New playing position, expressed in seconds /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, float timeOffset); //////////////////////////////////////////////////////////// /// Set a stream loop state /// /// \param soundStream : Stream to set the loop state /// \param loop : sfTrue to play in loop, sfFalse to play once /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop); //////////////////////////////////////////////////////////// /// Get the pitch of a sound stream /// /// \param soundStream : Sound stream to get the pitch from /// /// \return Pitch value /// //////////////////////////////////////////////////////////// CSFML_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Get the volume of a sound stream /// /// \param soundStream : Sound stream to get the volume from /// /// \return Volume value (in range [1, 100]) /// //////////////////////////////////////////////////////////// CSFML_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Get the position of a sound stream /// /// \param soundStream : Sound stream to get the position from /// \param x : X position of the sound stream in the world /// \param y : Y position of the sound stream in the world /// \param z : Z position of the sound stream in the world /// //////////////////////////////////////////////////////////// CSFML_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float* x, float* y, float* z); //////////////////////////////////////////////////////////// /// Tell if the sound stream's position is relative to the listener's /// position, or if it's absolute /// /// \param soundStream : Sound stream to check /// /// \return sfTrue if the position is relative, sfFalse if it's absolute /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Get the minimum distance of a sound stream /// /// \param soundStream : Sound stream to get the minimum distance from /// /// \return Minimum distance for the sound stream /// //////////////////////////////////////////////////////////// CSFML_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Get the attenuation factor of a sound stream /// /// \param soundStream : Sound stream to get the attenuation factor from /// /// \return Attenuation factor for the sound stream /// //////////////////////////////////////////////////////////// CSFML_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Tell whether or not a stream is looping /// /// \param soundStream : Soundstream to get the loop state from /// /// \return sfTrue if the stream is looping, sfFalse otherwise /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream); //////////////////////////////////////////////////////////// /// Get the current playing position of a sound stream /// /// \param soundStream : Sound stream to get the position from /// /// \return Current playing position, expressed in seconds /// //////////////////////////////////////////////////////////// CSFML_API float sfSoundStream_GetPlayingOffset(const sfSoundStream* soundStream); #endif // SFML_SOUNDSTREAM_H