230 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ////////////////////////////////////////////////////////////
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| //
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| // SFML - Simple and Fast Multimedia Library
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| // Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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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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| 
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| #ifndef SFML_MUSIC_HPP
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| #define SFML_MUSIC_HPP
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| 
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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/Audio/InputSoundFile.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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| 
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| 
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| namespace sf
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| {
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| class InputStream;
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| 
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     /// See the documentation of sf::InputSoundFile for the list
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|     /// of supported formats.
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|     ///
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|     /// \warning Since the music is not loaded at once but rather
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|     /// streamed continuously, the file must remain accessible until
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|     /// the sf::Music object loads a new music or is destroyed.
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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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|     ////////////////////////////////////////////////////////////
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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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|     /// See the documentation of sf::InputSoundFile for the list
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|     /// of supported formats.
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|     ///
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|     /// \warning Since the music is not loaded at once but rather streamed
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|     /// continuously, the \a data buffer must remain accessible until
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|     /// the sf::Music object loads a new music or is destroyed. That is,
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|     /// you can't deallocate the buffer right after calling 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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|     ////////////////////////////////////////////////////////////
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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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|     /// See the documentation of sf::InputSoundFile for the list
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|     /// of supported formats.
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|     ///
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|     /// \warning Since the music is not loaded at once but rather
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|     /// streamed continuously, the \a stream must remain accessible
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|     /// until the sf::Music object loads a new music or is destroyed.
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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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|     ////////////////////////////////////////////////////////////
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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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| 
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| protected:
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| 
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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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|     ////////////////////////////////////////////////////////////
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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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| 
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| private:
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| 
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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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|     ////////////////////////////////////////////////////////////
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|     // Member data
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|     ////////////////////////////////////////////////////////////
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|     InputSoundFile     m_file;     ///< The streamed music 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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| 
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| } // namespace sf
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| 
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| 
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| #endif // SFML_MUSIC_HPP
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| 
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| 
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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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| /// This implies that the underlying resource (file, stream or
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| /// memory buffer) must remain valid for the lifetime of the
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| /// sf::Music object.
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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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