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228 lines
8.0 KiB
228 lines
8.0 KiB
//////////////////////////////////////////////////////////// |
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// |
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// SFML - Simple and Fast Multimedia Library |
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// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) |
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// |
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// This software is provided 'as-is', without any express or implied warranty. |
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// In no event will the authors be held liable for any damages arising from the use of this software. |
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// |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it freely, |
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// subject to the following restrictions: |
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// |
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// 1. The origin of this software must not be misrepresented; |
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// you must not claim that you wrote the original software. |
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// If you use this software in a product, an acknowledgment |
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// in the product documentation would be appreciated but is not required. |
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// |
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// 2. Altered source versions must be plainly marked as such, |
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// and must not be misrepresented as being the original software. |
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// |
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// 3. This notice may not be removed or altered from any source distribution. |
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// |
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//////////////////////////////////////////////////////////// |
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#ifndef SFML_MUSIC_HPP |
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#define SFML_MUSIC_HPP |
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//////////////////////////////////////////////////////////// |
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// Headers |
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//////////////////////////////////////////////////////////// |
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#include <SFML/Audio/Export.hpp> |
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#include <SFML/Audio/SoundStream.hpp> |
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#include <SFML/System/Mutex.hpp> |
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#include <SFML/System/Time.hpp> |
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#include <string> |
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#include <vector> |
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namespace sf |
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{ |
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namespace priv |
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{ |
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class SoundFile; |
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} |
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class InputStream; |
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//////////////////////////////////////////////////////////// |
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/// \brief Streamed music played from an audio file |
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/// |
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//////////////////////////////////////////////////////////// |
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class SFML_AUDIO_API Music : public SoundStream |
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{ |
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public : |
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//////////////////////////////////////////////////////////// |
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/// \brief Default constructor |
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/// |
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//////////////////////////////////////////////////////////// |
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Music(); |
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//////////////////////////////////////////////////////////// |
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/// \brief Destructor |
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/// |
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//////////////////////////////////////////////////////////// |
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~Music(); |
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//////////////////////////////////////////////////////////// |
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/// \brief Open a music from an audio file |
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/// |
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/// This function doesn't start playing the music (call play() |
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/// to do so). |
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/// Here is a complete list of all the supported audio formats: |
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, |
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. |
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/// |
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/// \param filename Path of the music file to open |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see openFromMemory, openFromStream |
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/// |
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//////////////////////////////////////////////////////////// |
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bool openFromFile(const std::string& filename); |
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//////////////////////////////////////////////////////////// |
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/// \brief Open a music from an audio file in memory |
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/// |
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/// This function doesn't start playing the music (call play() |
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/// to do so). |
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/// Here is a complete list of all the supported audio formats: |
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, |
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. |
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/// Since the music is not loaded completely but rather streamed |
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/// continuously, the \a data must remain available as long as the |
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/// music is playing (ie. you can't deallocate it right after calling |
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/// this function). |
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/// |
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/// \param data Pointer to the file data in memory |
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/// \param sizeInBytes Size of the data to load, in bytes |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see openFromFile, openFromStream |
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/// |
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//////////////////////////////////////////////////////////// |
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bool openFromMemory(const void* data, std::size_t sizeInBytes); |
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//////////////////////////////////////////////////////////// |
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/// \brief Open a music from an audio file in a custom stream |
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/// |
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/// This function doesn't start playing the music (call play() |
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/// to do so). |
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/// Here is a complete list of all the supported audio formats: |
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/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, |
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. |
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/// Since the music is not loaded completely but rather streamed |
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/// continuously, the \a stream must remain alive as long as the |
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/// music is playing (ie. you can't destroy it right after calling |
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/// this function). |
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/// |
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/// \param stream Source stream to read from |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see openFromFile, openFromMemory |
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/// |
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//////////////////////////////////////////////////////////// |
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bool openFromStream(InputStream& stream); |
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//////////////////////////////////////////////////////////// |
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/// \brief Get the total duration of the music |
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/// |
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/// \return Music duration |
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/// |
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//////////////////////////////////////////////////////////// |
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Time getDuration() const; |
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protected : |
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//////////////////////////////////////////////////////////// |
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/// \brief Request a new chunk of audio samples from the stream source |
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/// |
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/// This function fills the chunk from the next samples |
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/// to read from the audio file. |
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/// |
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/// \param data Chunk of data to fill |
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/// |
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/// \return True to continue playback, false to stop |
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/// |
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//////////////////////////////////////////////////////////// |
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virtual bool onGetData(Chunk& data); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change the current playing position in the stream source |
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/// |
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/// \param timeOffset New playing position, from the beginning of the music |
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/// |
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//////////////////////////////////////////////////////////// |
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virtual void onSeek(Time timeOffset); |
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private : |
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//////////////////////////////////////////////////////////// |
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/// \brief Initialize the internal state after loading a new music |
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/// |
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//////////////////////////////////////////////////////////// |
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void initialize(); |
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//////////////////////////////////////////////////////////// |
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// Member data |
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//////////////////////////////////////////////////////////// |
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priv::SoundFile* m_file; ///< Sound file |
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Time m_duration; ///< Music duration |
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std::vector<Int16> m_samples; ///< Temporary buffer of samples |
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Mutex m_mutex; ///< Mutex protecting the data |
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}; |
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} // namespace sf |
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#endif // SFML_MUSIC_HPP |
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//////////////////////////////////////////////////////////// |
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/// \class sf::Music |
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/// \ingroup audio |
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/// |
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/// Musics are sounds that are streamed rather than completely |
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/// loaded in memory. This is especially useful for compressed |
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/// musics that usually take hundreds of MB when they are |
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/// uncompressed: by streaming it instead of loading it entirely, |
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/// you avoid saturating the memory and have almost no loading delay. |
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/// |
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/// Apart from that, a sf::Music has almost the same features as |
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/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop |
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/// it, request its parameters (channels, sample rate), change |
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/// the way it is played (pitch, volume, 3D position, ...), etc. |
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/// |
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/// As a sound stream, a music is played in its own thread in order |
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/// not to block the rest of the program. This means that you can |
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/// leave the music alone after calling play(), it will manage itself |
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/// very well. |
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/// |
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/// Usage example: |
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/// \code |
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/// // Declare a new music |
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/// sf::Music music; |
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/// |
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/// // Open it from an audio file |
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/// if (!music.openFromFile("music.ogg")) |
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/// { |
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/// // error... |
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/// } |
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/// |
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/// // Change some parameters |
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/// music.setPosition(0, 1, 10); // change its 3D position |
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/// music.setPitch(2); // increase the pitch |
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/// music.setVolume(50); // reduce the volume |
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/// music.setLoop(true); // make it loop |
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/// |
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/// // Play it |
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/// music.play(); |
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/// \endcode |
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/// |
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/// \see sf::Sound, sf::SoundStream |
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/// |
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////////////////////////////////////////////////////////////
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