Simple 2D RPG made in C++ and SFML
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////////////////////////////////////////////////////////////
//
// 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_SOUNDBUFFERRECORDER_HPP
#define SFML_SOUNDBUFFERRECORDER_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Export.hpp>
#include <SFML/Audio/SoundBuffer.hpp>
#include <SFML/Audio/SoundRecorder.hpp>
#include <vector>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Specialized SoundRecorder which stores the captured
/// audio data into a sound buffer
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API SoundBufferRecorder : public SoundRecorder
{
public :
////////////////////////////////////////////////////////////
/// \brief Get the sound buffer containing the captured audio data
///
/// The sound buffer is valid only after the capture has ended.
/// This function provides a read-only access to the internal
/// sound buffer, but it can be copied if you need to
/// make any modification to it.
///
/// \return Read-only access to the sound buffer
///
////////////////////////////////////////////////////////////
const SoundBuffer& getBuffer() const;
protected:
////////////////////////////////////////////////////////////
/// \brief Start capturing audio data
///
/// \return True to start the capture, or false to abort it
///
////////////////////////////////////////////////////////////
virtual bool onStart();
////////////////////////////////////////////////////////////
/// \brief Process a new chunk of recorded samples
///
/// \param samples Pointer to the new chunk of recorded samples
/// \param sampleCount Number of samples pointed by \a samples
///
/// \return True to continue the capture, or false to stop it
///
////////////////////////////////////////////////////////////
virtual bool onProcessSamples(const Int16* samples, std::size_t sampleCount);
////////////////////////////////////////////////////////////
/// \brief Stop capturing audio data
///
////////////////////////////////////////////////////////////
virtual void onStop();
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<Int16> m_samples; ///< Temporary sample buffer to hold the recorded data
SoundBuffer m_buffer; ///< Sound buffer that will contain the recorded data
};
} // namespace sf
#endif // SFML_SOUNDBUFFERRECORDER_HPP
////////////////////////////////////////////////////////////
/// \class sf::SoundBufferRecorder
/// \ingroup audio
///
/// sf::SoundBufferRecorder allows to access a recorded sound
/// through a sf::SoundBuffer, so that it can be played, saved
/// to a file, etc.
///
/// It has the same simple interface as its base class (start(), stop())
/// and adds a function to retrieve the recorded sound buffer
/// (getBuffer()).
///
/// As usual, don't forget to call the isAvailable() function
/// before using this class (see sf::SoundRecorder for more details
/// about this).
///
/// Usage example:
/// \code
/// if (sf::SoundBufferRecorder::isAvailable())
/// {
/// // Record some audio data
/// sf::SoundBufferRecorder recorder;
/// recorder.start();
/// ...
/// recorder.stop();
///
/// // Get the buffer containing the captured audio data
/// const sf::SoundBuffer& buffer = recorder.getBuffer();
///
/// // Save it to a file (for example...)
/// buffer.saveToFile("my_record.ogg");
/// }
/// \endcode
///
/// \see sf::SoundRecorder
///
////////////////////////////////////////////////////////////