//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2013 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 #include #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Abstract base class for streamed audio sources /// //////////////////////////////////////////////////////////// class SFML_AUDIO_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 sampleCount; ///< 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 getChannelCount() 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, from the beginning of the stream /// /// \see getPlayingOffset /// //////////////////////////////////////////////////////////// void setPlayingOffset(Time timeOffset); //////////////////////////////////////////////////////////// /// \brief Get the current playing position of the stream /// /// \return Current playing position, from the beginning of the stream /// /// \see setPlayingOffset /// //////////////////////////////////////////////////////////// Time 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 channelCount Number of channels of the stream /// \param sampleRate Sample rate, in samples per second /// //////////////////////////////////////////////////////////// void initialize(unsigned int channelCount, unsigned int sampleRate); //////////////////////////////////////////////////////////// /// \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, relative to the beginning of the stream /// //////////////////////////////////////////////////////////// virtual void onSeek(Time timeOffset) = 0; 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 streamData(); //////////////////////////////////////////////////////////// /// \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, BufferCount]) /// /// \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 { BufferCount = 3 ///< Number of audio buffers used by the streaming loop }; //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// Thread m_thread; ///< Thread running the background tasks bool m_isStreaming; ///< Streaming state (true = playing, false = stopped) unsigned int m_buffers[BufferCount]; ///< Sound buffers used to store temporary audio data unsigned int m_channelCount; ///< Number of channels (1 = mono, 2 = stereo, ...) unsigned int m_sampleRate; ///< Frequency (samples / second) Uint32 m_format; ///< Format of the internal sound buffers bool m_loop; ///< Loop flag (true to loop, false to play once) Uint64 m_samplesProcessed; ///< Number of buffers processed since beginning of the stream bool m_endBuffers[BufferCount]; ///< 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 channelCount = ...; /// unsigned int sampleRate = ...; /// /// // Initialize the stream -- important! /// initialize(channelCount, sampleRate); /// } /// /// private : /// /// virtual bool onGetData(Chunk& data) /// { /// // Fill the chunk with audio data from the stream source /// data.samples = ...; /// data.sampleCount = ...; /// /// // Return true to continue playing /// return true; /// } /// /// virtual void onSeek(Uint32 timeOffset) /// { /// // Change the current position in the stream source /// ... /// } /// } /// /// // Usage /// CustomStream stream; /// stream.open("path/to/stream"); /// stream.play(); /// \endcode /// /// \see sf::Music /// ////////////////////////////////////////////////////////////