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							| @@ -0,0 +1,337 @@ | ||||
| //////////////////////////////////////////////////////////// | ||||
| // | ||||
| // SFML - Simple and Fast Multimedia Library | ||||
| // Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org) | ||||
| // | ||||
| // 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_MUSIC_HPP | ||||
| #define SFML_MUSIC_HPP | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // Headers | ||||
| //////////////////////////////////////////////////////////// | ||||
| #include <SFML/Audio/Export.hpp> | ||||
| #include <SFML/Audio/SoundStream.hpp> | ||||
| #include <SFML/Audio/InputSoundFile.hpp> | ||||
| #include <SFML/System/Mutex.hpp> | ||||
| #include <SFML/System/Time.hpp> | ||||
| #include <string> | ||||
| #include <vector> | ||||
|  | ||||
|  | ||||
| namespace sf | ||||
| { | ||||
| class InputStream; | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \brief Streamed music played from an audio file | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
| class SFML_AUDIO_API Music : public SoundStream | ||||
| { | ||||
| public: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Structure defining a time range using the template type | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     template <typename T> | ||||
|     struct Span | ||||
|     { | ||||
|         //////////////////////////////////////////////////////////// | ||||
|         /// \brief Default constructor | ||||
|         /// | ||||
|         //////////////////////////////////////////////////////////// | ||||
|         Span() | ||||
|         { | ||||
|  | ||||
|         } | ||||
|  | ||||
|         //////////////////////////////////////////////////////////// | ||||
|         /// \brief Initialization constructor | ||||
|         /// | ||||
|         /// \param off Initial Offset | ||||
|         /// \param len Initial Length | ||||
|         /// | ||||
|         //////////////////////////////////////////////////////////// | ||||
|         Span(T off, T len): | ||||
|         offset(off), | ||||
|         length(len) | ||||
|         { | ||||
|  | ||||
|         } | ||||
|  | ||||
|         T offset; ///< The beginning offset of the time range | ||||
|         T length; ///< The length of the time range | ||||
|     }; | ||||
|  | ||||
|     // Define the relevant Span types | ||||
|     typedef Span<Time> TimeSpan; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Default constructor | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Music(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Destructor | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     ~Music(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Open a music from an audio file | ||||
|     /// | ||||
|     /// This function doesn't start playing the music (call play() | ||||
|     /// to do so). | ||||
|     /// See the documentation of sf::InputSoundFile for the list | ||||
|     /// of supported formats. | ||||
|     /// | ||||
|     /// \warning Since the music is not loaded at once but rather | ||||
|     /// streamed continuously, the file must remain accessible until | ||||
|     /// the sf::Music object loads a new music or is destroyed. | ||||
|     /// | ||||
|     /// \param filename Path of the music file to open | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see openFromMemory, openFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool openFromFile(const std::string& filename); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Open a music from an audio file in memory | ||||
|     /// | ||||
|     /// This function doesn't start playing the music (call play() | ||||
|     /// to do so). | ||||
|     /// See the documentation of sf::InputSoundFile for the list | ||||
|     /// of supported formats. | ||||
|     /// | ||||
|     /// \warning Since the music is not loaded at once but rather streamed | ||||
|     /// continuously, the \a data buffer must remain accessible until | ||||
|     /// the sf::Music object loads a new music or is destroyed. That is, | ||||
|     /// you can't deallocate the buffer right after calling this function. | ||||
|     /// | ||||
|     /// \param data        Pointer to the file data in memory | ||||
|     /// \param sizeInBytes Size of the data to load, in bytes | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see openFromFile, openFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool openFromMemory(const void* data, std::size_t sizeInBytes); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Open a music from an audio file in a custom stream | ||||
|     /// | ||||
|     /// This function doesn't start playing the music (call play() | ||||
|     /// to do so). | ||||
|     /// See the documentation of sf::InputSoundFile for the list | ||||
|     /// of supported formats. | ||||
|     /// | ||||
|     /// \warning Since the music is not loaded at once but rather | ||||
|     /// streamed continuously, the \a stream must remain accessible | ||||
|     /// until the sf::Music object loads a new music or is destroyed. | ||||
|     /// | ||||
|     /// \param stream Source stream to read from | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see openFromFile, openFromMemory | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool openFromStream(InputStream& stream); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the total duration of the music | ||||
|     /// | ||||
|     /// \return Music duration | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Time getDuration() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the positions of the of the sound's looping sequence | ||||
|     /// | ||||
|     /// \return Loop Time position class. | ||||
|     /// | ||||
|     /// \warning Since setLoopPoints() performs some adjustments on the | ||||
|     /// provided values and rounds them to internal samples, a call to | ||||
|     /// getLoopPoints() is not guaranteed to return the same times passed | ||||
|     /// into a previous call to setLoopPoints(). However, it is guaranteed | ||||
|     /// to return times that will map to the valid internal samples of | ||||
|     /// this Music if they are later passed to setLoopPoints(). | ||||
|     /// | ||||
|     /// \see setLoopPoints | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     TimeSpan getLoopPoints() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Sets the beginning and end of the sound's looping sequence using sf::Time | ||||
|     /// | ||||
|     /// Loop points allow one to specify a pair of positions such that, when the music | ||||
|     /// is enabled for looping, it will seamlessly seek to the beginning whenever it | ||||
|     /// encounters the end. Valid ranges for timePoints.offset and timePoints.length are | ||||
|     /// [0, Dur) and (0, Dur-offset] respectively, where Dur is the value returned by getDuration(). | ||||
|     /// Note that the EOF "loop point" from the end to the beginning of the stream is still honored, | ||||
|     /// in case the caller seeks to a point after the end of the loop range. This function can be | ||||
|     /// safely called at any point after a stream is opened, and will be applied to a playing sound | ||||
|     /// without affecting the current playing offset. | ||||
|     /// | ||||
|     /// \warning Setting the loop points while the stream's status is Paused | ||||
|     /// will set its status to Stopped. The playing offset will be unaffected. | ||||
|     /// | ||||
|     /// \param timePoints The definition of the loop. Can be any time points within the sound's length | ||||
|     /// | ||||
|     /// \see getLoopPoints | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setLoopPoints(TimeSpan timePoints); | ||||
|  | ||||
| protected: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Request a new chunk of audio samples from the stream source | ||||
|     /// | ||||
|     /// This function fills the chunk from the next samples | ||||
|     /// to read from the audio file. | ||||
|     /// | ||||
|     /// \param data Chunk of data to fill | ||||
|     /// | ||||
|     /// \return True to continue playback, false to stop | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     virtual bool onGetData(Chunk& data); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change the current playing position in the stream source | ||||
|     /// | ||||
|     /// \param timeOffset New playing position, from the beginning of the music | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     virtual void onSeek(Time timeOffset); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change the current playing position in the stream source to the loop offset | ||||
|     /// | ||||
|     /// This is called by the underlying SoundStream whenever it needs us to reset | ||||
|     /// the seek position for a loop. We then determine whether we are looping on a | ||||
|     /// loop point or the end-of-file, perform the seek, and return the new position. | ||||
|     /// | ||||
|     /// \return The seek position after looping (or -1 if there's no loop) | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     virtual Int64 onLoop(); | ||||
|  | ||||
| private: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Initialize the internal state after loading a new music | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void initialize(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Helper to convert an sf::Time to a sample position | ||||
|     /// | ||||
|     /// \param position Time to convert to samples | ||||
|     /// | ||||
|     /// \return The number of samples elapsed at the given time | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Uint64 timeToSamples(Time position) const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Helper to convert a sample position to an sf::Time | ||||
|     /// | ||||
|     /// \param samples Sample count to convert to Time | ||||
|     /// | ||||
|     /// \return The Time position of the given sample | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Time samplesToTime(Uint64 samples) const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     // Member data | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     InputSoundFile     m_file;     ///< The streamed music file | ||||
|     std::vector<Int16> m_samples;  ///< Temporary buffer of samples | ||||
|     Mutex              m_mutex;    ///< Mutex protecting the data | ||||
|     Span<Uint64>       m_loopSpan; ///< Loop Range Specifier | ||||
| }; | ||||
|  | ||||
| } // namespace sf | ||||
|  | ||||
|  | ||||
| #endif // SFML_MUSIC_HPP | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \class sf::Music | ||||
| /// \ingroup audio | ||||
| /// | ||||
| /// Musics are sounds that are streamed rather than completely | ||||
| /// loaded in memory. This is especially useful for compressed | ||||
| /// musics that usually take hundreds of MB when they are | ||||
| /// uncompressed: by streaming it instead of loading it entirely, | ||||
| /// you avoid saturating the memory and have almost no loading delay. | ||||
| /// This implies that the underlying resource (file, stream or | ||||
| /// memory buffer) must remain valid for the lifetime of the | ||||
| /// sf::Music object. | ||||
| /// | ||||
| /// Apart from that, a sf::Music has almost the same features as | ||||
| /// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop | ||||
| /// it, request its parameters (channels, sample rate), change | ||||
| /// the way it is played (pitch, volume, 3D position, ...), etc. | ||||
| /// | ||||
| /// As a sound stream, a music is played in its own thread in order | ||||
| /// not to block the rest of the program. This means that you can | ||||
| /// leave the music alone after calling play(), it will manage itself | ||||
| /// very well. | ||||
| /// | ||||
| /// Usage example: | ||||
| /// \code | ||||
| /// // Declare a new music | ||||
| /// sf::Music music; | ||||
| /// | ||||
| /// // Open it from an audio file | ||||
| /// if (!music.openFromFile("music.ogg")) | ||||
| /// { | ||||
| ///     // error... | ||||
| /// } | ||||
| /// | ||||
| /// // Change some parameters | ||||
| /// music.setPosition(0, 1, 10); // change its 3D position | ||||
| /// music.setPitch(2);           // increase the pitch | ||||
| /// music.setVolume(50);         // reduce the volume | ||||
| /// music.setLoop(true);         // make it loop | ||||
| /// | ||||
| /// // Play it | ||||
| /// music.play(); | ||||
| /// \endcode | ||||
| /// | ||||
| /// \see sf::Sound, sf::SoundStream | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
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