406 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			406 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 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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#ifndef SFML_SOUNDSTREAM_HPP
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#define SFML_SOUNDSTREAM_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/SoundSource.hpp>
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#include <SFML/System/Thread.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <cstdlib>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Abstract base class for streamed audio sources
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API SoundStream : public SoundSource
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{
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public:
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    ////////////////////////////////////////////////////////////
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    /// \brief Structure defining a chunk of audio data to stream
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    ///
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    ////////////////////////////////////////////////////////////
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    struct Chunk
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    {
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        const Int16* samples;     ///< Pointer to the audio samples
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        std::size_t  sampleCount; ///< Number of samples pointed by Samples
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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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    virtual ~SoundStream();
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    ////////////////////////////////////////////////////////////
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    /// \brief Start or resume playing the audio stream
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    ///
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    /// This function starts the stream if it was stopped, resumes
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    /// it if it was paused, and restarts it from the beginning if
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    /// it was already playing.
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    /// This function uses its own thread so that it doesn't block
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    /// the rest of the program while the stream is played.
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    ///
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    /// \see pause, stop
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    ///
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    ////////////////////////////////////////////////////////////
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    void play();
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    ////////////////////////////////////////////////////////////
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    /// \brief Pause the audio stream
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    ///
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    /// This function pauses the stream if it was playing,
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    /// otherwise (stream already paused or stopped) it has no effect.
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    ///
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    /// \see play, stop
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    ///
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    ////////////////////////////////////////////////////////////
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    void pause();
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    ////////////////////////////////////////////////////////////
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    /// \brief Stop playing the audio stream
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    ///
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    /// This function stops the stream if it was playing or paused,
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    /// and does nothing if it was already stopped.
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    /// It also resets the playing position (unlike pause()).
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    ///
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    /// \see play, pause
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    ///
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    ////////////////////////////////////////////////////////////
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    void stop();
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    ////////////////////////////////////////////////////////////
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    /// \brief Return the number of channels of the stream
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    ///
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    /// 1 channel means a mono sound, 2 means stereo, etc.
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    ///
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    /// \return Number of channels
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    ///
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    ////////////////////////////////////////////////////////////
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    unsigned int getChannelCount() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the stream sample rate of the stream
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    ///
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    /// The sample rate is the number of audio samples played per
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    /// second. The higher, the better the quality.
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    ///
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    /// \return Sample rate, in number of samples per second
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    ///
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    ////////////////////////////////////////////////////////////
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    unsigned int getSampleRate() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the current status of the stream (stopped, paused, playing)
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    ///
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    /// \return Current status
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    ///
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    ////////////////////////////////////////////////////////////
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    Status getStatus() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Change the current playing position of the stream
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    ///
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    /// The playing position can be changed when the stream is
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    /// either paused or playing. Changing the playing position
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    /// when the stream is stopped has no effect, since playing
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    /// the stream would reset its position.
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    ///
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    /// \param timeOffset New playing position, from the beginning of the stream
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    ///
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    /// \see getPlayingOffset
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    ///
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    ////////////////////////////////////////////////////////////
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    void setPlayingOffset(Time timeOffset);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the current playing position of the stream
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    ///
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    /// \return Current playing position, from the beginning of the stream
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    ///
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    /// \see setPlayingOffset
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    ///
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    ////////////////////////////////////////////////////////////
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    Time getPlayingOffset() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Set whether or not the stream should loop after reaching the end
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    ///
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    /// If set, the stream will restart from beginning after
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    /// reaching the end and so on, until it is stopped or
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    /// setLoop(false) is called.
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    /// The default looping state for streams is false.
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    ///
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    /// \param loop True to play in loop, false to play once
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    ///
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    /// \see getLoop
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    ///
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    ////////////////////////////////////////////////////////////
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    void setLoop(bool loop);
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    ////////////////////////////////////////////////////////////
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    /// \brief Tell whether or not the stream is in loop mode
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    ///
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    /// \return True if the stream is looping, false otherwise
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    ///
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    /// \see setLoop
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    ///
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    ////////////////////////////////////////////////////////////
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    bool getLoop() const;
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protected:
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    enum
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    {
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        NoLoop = -1 ///< "Invalid" endSeeks value, telling us to continue uninterrupted
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    };
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    ////////////////////////////////////////////////////////////
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    /// \brief Default constructor
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    ///
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    /// This constructor is only meant to be called by derived classes.
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    ///
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    ////////////////////////////////////////////////////////////
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    SoundStream();
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    ////////////////////////////////////////////////////////////
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    /// \brief Define the audio stream parameters
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    ///
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    /// This function must be called by derived classes as soon
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    /// as they know the audio settings of the stream to play.
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    /// Any attempt to manipulate the stream (play(), ...) before
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    /// calling this function will fail.
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    /// It can be called multiple times if the settings of the
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    /// audio stream change, but only when the stream is stopped.
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    ///
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    /// \param channelCount Number of channels of the stream
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    /// \param sampleRate   Sample rate, in samples per second
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    ///
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    ////////////////////////////////////////////////////////////
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    void initialize(unsigned int channelCount, unsigned int sampleRate);
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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 must be overridden by derived classes to provide
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    /// the audio samples to play. It is called continuously by the
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    /// streaming loop, in a separate thread.
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    /// The source can choose to stop the streaming loop at any time, by
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    /// returning false to the caller.
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    /// If you return true (i.e. continue streaming) it is important that
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    /// the returned array of samples is not empty; this would stop the stream
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    /// due to an internal limitation.
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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) = 0;
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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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    /// This function must be overridden by derived classes to
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    /// allow random seeking into the stream source.
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    ///
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    /// \param timeOffset New playing position, relative to the beginning of the stream
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual void onSeek(Time timeOffset) = 0;
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    ////////////////////////////////////////////////////////////
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    /// \brief Change the current playing position in the stream source to the beginning of the loop
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    ///
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    /// This function can be overridden by derived classes to
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    /// allow implementation of custom loop points. Otherwise,
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    /// it just calls onSeek(Time::Zero) and returns 0.
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    ///
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    /// \return The seek position after looping (or -1 if there's no loop)
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual Int64 onLoop();
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private:
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    ////////////////////////////////////////////////////////////
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    /// \brief Function called as the entry point of the thread
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    ///
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    /// This function starts the streaming loop, and returns
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    /// only when the sound is stopped.
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    ///
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    ////////////////////////////////////////////////////////////
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    void streamData();
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    ////////////////////////////////////////////////////////////
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    /// \brief Fill a new buffer with audio samples, and append
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    ///        it to the playing queue
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    ///
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    /// This function is called as soon as a buffer has been fully
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    /// consumed; it fills it again and inserts it back into the
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    /// playing queue.
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    ///
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    /// \param bufferNum Number of the buffer to fill (in [0, BufferCount])
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    /// \param immediateLoop Treat empty buffers as spent, and act on loops immediately
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    ///
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    /// \return True if the stream source has requested to stop, false otherwise
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    ///
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    ////////////////////////////////////////////////////////////
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    bool fillAndPushBuffer(unsigned int bufferNum, bool immediateLoop = false);
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    ////////////////////////////////////////////////////////////
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    /// \brief Fill the audio buffers and put them all into the playing queue
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    ///
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    /// This function is called when playing starts and the
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    /// playing queue is empty.
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    ///
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    /// \return True if the derived class has requested to stop, false otherwise
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    ///
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    ////////////////////////////////////////////////////////////
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    bool fillQueue();
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    ////////////////////////////////////////////////////////////
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    /// \brief Clear all the audio buffers and empty the playing queue
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    ///
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    /// This function is called when the stream is stopped.
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    ///
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    ////////////////////////////////////////////////////////////
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    void clearQueue();
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    enum
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    {
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        BufferCount = 3,    ///< Number of audio buffers used by the streaming loop
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        BufferRetries = 2   ///< Number of retries (excluding initial try) for onGetData()
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    };
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    ////////////////////////////////////////////////////////////
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    // Member data
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    ////////////////////////////////////////////////////////////
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    Thread        m_thread;                   ///< Thread running the background tasks
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    mutable Mutex m_threadMutex;              ///< Thread mutex
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    Status        m_threadStartState;         ///< State the thread starts in (Playing, Paused, Stopped)
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    bool          m_isStreaming;              ///< Streaming state (true = playing, false = stopped)
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    unsigned int  m_buffers[BufferCount];     ///< Sound buffers used to store temporary audio data
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    unsigned int  m_channelCount;             ///< Number of channels (1 = mono, 2 = stereo, ...)
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    unsigned int  m_sampleRate;               ///< Frequency (samples / second)
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    Uint32        m_format;                   ///< Format of the internal sound buffers
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    bool          m_loop;                     ///< Loop flag (true to loop, false to play once)
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    Uint64        m_samplesProcessed;         ///< Number of buffers processed since beginning of the stream
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    Int64         m_bufferSeeks[BufferCount]; ///< If buffer is an "end buffer", holds next seek position, else NoLoop. For play offset calculation.
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};
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} // namespace sf
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#endif // SFML_SOUNDSTREAM_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::SoundStream
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/// \ingroup audio
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///
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/// Unlike audio buffers (see sf::SoundBuffer), audio streams
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/// are never completely loaded in memory. Instead, the audio
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/// data is acquired continuously while the stream is playing.
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/// This behavior allows to play a sound with no loading delay,
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/// and keeps the memory consumption very low.
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///
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/// Sound sources that need to be streamed are usually big files
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/// (compressed audio musics that would eat hundreds of MB in memory)
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/// or files that would take a lot of time to be received
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/// (sounds played over the network).
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///
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/// sf::SoundStream is a base class that doesn't care about the
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/// stream source, which is left to the derived class. SFML provides
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/// a built-in specialization for big files (see sf::Music).
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/// No network stream source is provided, but you can write your own
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/// by combining this class with the network module.
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///
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/// A derived class has to override two virtual functions:
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/// \li onGetData fills a new chunk of audio data to be played
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/// \li onSeek changes the current playing position in the source
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///
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/// It is important to note that each SoundStream is played in its
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/// own separate thread, so that the streaming loop doesn't block the
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/// rest of the program. In particular, the OnGetData and OnSeek
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/// virtual functions may sometimes be called from this separate thread.
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/// It is important to keep this in mind, because you may have to take
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/// care of synchronization issues if you share data between threads.
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///
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/// Usage example:
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/// \code
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/// class CustomStream : public sf::SoundStream
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/// {
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/// public:
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///
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///     bool open(const std::string& location)
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///     {
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///         // Open the source and get audio settings
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///         ...
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///         unsigned int channelCount = ...;
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///         unsigned int sampleRate = ...;
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///
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///         // Initialize the stream -- important!
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///         initialize(channelCount, sampleRate);
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///     }
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///
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/// private:
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///
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///     virtual bool onGetData(Chunk& data)
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///     {
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///         // Fill the chunk with audio data from the stream source
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///         // (note: must not be empty if you want to continue playing)
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///         data.samples = ...;
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///         data.sampleCount = ...;
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///
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///         // Return true to continue playing
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///         return true;
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///     }
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///
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///     virtual void onSeek(Uint32 timeOffset)
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///     {
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///         // Change the current position in the stream source
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///         ...
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///     }
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/// }
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///
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/// // Usage
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/// CustomStream stream;
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/// stream.open("path/to/stream");
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/// stream.play();
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/// \endcode
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///
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/// \see sf::Music
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///
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////////////////////////////////////////////////////////////
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