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							| @@ -0,0 +1,264 @@ | ||||
| //////////////////////////////////////////////////////////// | ||||
| // | ||||
| // 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_SOUND_HPP | ||||
| #define SFML_SOUND_HPP | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // Headers | ||||
| //////////////////////////////////////////////////////////// | ||||
| #include <SFML/Audio/Export.hpp> | ||||
| #include <SFML/Audio/SoundSource.hpp> | ||||
| #include <SFML/System/Time.hpp> | ||||
| #include <cstdlib> | ||||
|  | ||||
|  | ||||
| namespace sf | ||||
| { | ||||
| class SoundBuffer; | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \brief Regular sound that can be played in the audio environment | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
| class SFML_AUDIO_API Sound : public SoundSource | ||||
| { | ||||
| public: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Default constructor | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Sound(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Construct the sound with a buffer | ||||
|     /// | ||||
|     /// \param buffer Sound buffer containing the audio data to play with the sound | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     explicit Sound(const SoundBuffer& buffer); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Copy constructor | ||||
|     /// | ||||
|     /// \param copy Instance to copy | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Sound(const Sound& copy); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Destructor | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     ~Sound(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Start or resume playing the sound | ||||
|     /// | ||||
|     /// 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 sound is played. | ||||
|     /// | ||||
|     /// \see pause, stop | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void play(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Pause the sound | ||||
|     /// | ||||
|     /// This function pauses the sound if it was playing, | ||||
|     /// otherwise (sound already paused or stopped) it has no effect. | ||||
|     /// | ||||
|     /// \see play, stop | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void pause(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief stop playing the sound | ||||
|     /// | ||||
|     /// This function stops the sound 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 Set the source buffer containing the audio data to play | ||||
|     /// | ||||
|     /// It is important to note that the sound buffer is not copied, | ||||
|     /// thus the sf::SoundBuffer instance must remain alive as long | ||||
|     /// as it is attached to the sound. | ||||
|     /// | ||||
|     /// \param buffer Sound buffer to attach to the sound | ||||
|     /// | ||||
|     /// \see getBuffer | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setBuffer(const SoundBuffer& buffer); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Set whether or not the sound should loop after reaching the end | ||||
|     /// | ||||
|     /// If set, the sound 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 sound is false. | ||||
|     /// | ||||
|     /// \param loop True to play in loop, false to play once | ||||
|     /// | ||||
|     /// \see getLoop | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setLoop(bool loop); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change the current playing position of the sound | ||||
|     /// | ||||
|     /// The playing position can be changed when the sound is | ||||
|     /// either paused or playing. Changing the playing position | ||||
|     /// when the sound is stopped has no effect, since playing | ||||
|     /// the sound will reset its position. | ||||
|     /// | ||||
|     /// \param timeOffset New playing position, from the beginning of the sound | ||||
|     /// | ||||
|     /// \see getPlayingOffset | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setPlayingOffset(Time timeOffset); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the audio buffer attached to the sound | ||||
|     /// | ||||
|     /// \return Sound buffer attached to the sound (can be NULL) | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     const SoundBuffer* getBuffer() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Tell whether or not the sound is in loop mode | ||||
|     /// | ||||
|     /// \return True if the sound is looping, false otherwise | ||||
|     /// | ||||
|     /// \see setLoop | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool getLoop() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the current playing position of the sound | ||||
|     /// | ||||
|     /// \return Current playing position, from the beginning of the sound | ||||
|     /// | ||||
|     /// \see setPlayingOffset | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Time getPlayingOffset() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the current status of the sound (stopped, paused, playing) | ||||
|     /// | ||||
|     /// \return Current status of the sound | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Status getStatus() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Overload of assignment operator | ||||
|     /// | ||||
|     /// \param right Instance to assign | ||||
|     /// | ||||
|     /// \return Reference to self | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Sound& operator =(const Sound& right); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Reset the internal buffer of the sound | ||||
|     /// | ||||
|     /// This function is for internal use only, you don't have | ||||
|     /// to use it. It is called by the sf::SoundBuffer that | ||||
|     /// this sound uses, when it is destroyed in order to prevent | ||||
|     /// the sound from using a dead buffer. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void resetBuffer(); | ||||
|  | ||||
| private: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     // Member data | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     const SoundBuffer* m_buffer; ///< Sound buffer bound to the source | ||||
| }; | ||||
|  | ||||
| } // namespace sf | ||||
|  | ||||
|  | ||||
| #endif // SFML_SOUND_HPP | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \class sf::Sound | ||||
| /// \ingroup audio | ||||
| /// | ||||
| /// sf::Sound is the class to use to play sounds. | ||||
| /// It provides: | ||||
| /// \li Control (play, pause, stop) | ||||
| /// \li Ability to modify output parameters in real-time (pitch, volume, ...) | ||||
| /// \li 3D spatial features (position, attenuation, ...). | ||||
| /// | ||||
| /// sf::Sound is perfect for playing short sounds that can | ||||
| /// fit in memory and require no latency, like foot steps or | ||||
| /// gun shots. For longer sounds, like background musics | ||||
| /// or long speeches, rather see sf::Music (which is based | ||||
| /// on streaming). | ||||
| /// | ||||
| /// In order to work, a sound must be given a buffer of audio | ||||
| /// data to play. Audio data (samples) is stored in sf::SoundBuffer, | ||||
| /// and attached to a sound with the setBuffer() function. | ||||
| /// The buffer object attached to a sound must remain alive | ||||
| /// as long as the sound uses it. Note that multiple sounds | ||||
| /// can use the same sound buffer at the same time. | ||||
| /// | ||||
| /// Usage example: | ||||
| /// \code | ||||
| /// sf::SoundBuffer buffer; | ||||
| /// buffer.loadFromFile("sound.wav"); | ||||
| /// | ||||
| /// sf::Sound sound; | ||||
| /// sound.setBuffer(buffer); | ||||
| /// sound.play(); | ||||
| /// \endcode | ||||
| /// | ||||
| /// \see sf::SoundBuffer, sf::Music | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
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