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352 lines
13 KiB
C++
352 lines
13 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_SOUNDBUFFER_HPP
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#define SFML_SOUNDBUFFER_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/AlResource.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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#include <set>
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namespace sf
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{
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class Sound;
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class InputSoundFile;
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class InputStream;
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////////////////////////////////////////////////////////////
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/// \brief Storage for audio samples defining a sound
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API SoundBuffer : AlResource
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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SoundBuffer();
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////////////////////////////////////////////////////////////
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/// \brief Copy constructor
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///
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/// \param copy Instance to copy
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///
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////////////////////////////////////////////////////////////
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SoundBuffer(const SoundBuffer& copy);
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~SoundBuffer();
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from a file
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///
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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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/// \param filename Path of the sound file to load
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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 loadFromMemory, loadFromStream, loadFromSamples, saveToFile
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from a file in memory
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///
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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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/// \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 loadFromFile, loadFromStream, loadFromSamples
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const void* data, std::size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from a custom stream
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///
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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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/// \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 loadFromFile, loadFromMemory, loadFromSamples
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& stream);
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////////////////////////////////////////////////////////////
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/// \brief Load the sound buffer from an array of audio samples
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///
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/// The assumed format of the audio samples is 16 bits signed integer
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/// (sf::Int16).
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///
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/// \param samples Pointer to the array of samples in memory
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/// \param sampleCount Number of samples in the array
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/// \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
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/// \param sampleRate Sample rate (number of samples to play per second)
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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 loadFromFile, loadFromMemory, saveToFile
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///
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////////////////////////////////////////////////////////////
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bool loadFromSamples(const Int16* samples, Uint64 sampleCount, unsigned int channelCount, unsigned int sampleRate);
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////////////////////////////////////////////////////////////
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/// \brief Save the sound buffer to an audio file
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///
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/// See the documentation of sf::OutputSoundFile for the list
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/// of supported formats.
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///
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/// \param filename Path of the sound file to write
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///
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/// \return True if saving succeeded, false if it failed
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///
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/// \see loadFromFile, loadFromMemory, loadFromSamples
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///
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////////////////////////////////////////////////////////////
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bool saveToFile(const std::string& filename) const;
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////////////////////////////////////////////////////////////
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/// \brief Get the array of audio samples stored in the buffer
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///
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/// The format of the returned samples is 16 bits signed integer
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/// (sf::Int16). The total number of samples in this array
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/// is given by the getSampleCount() function.
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///
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/// \return Read-only pointer to the array of sound samples
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///
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/// \see getSampleCount
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///
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////////////////////////////////////////////////////////////
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const Int16* getSamples() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the number of samples stored in the buffer
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///
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/// The array of samples can be accessed with the getSamples()
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/// function.
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///
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/// \return Number of samples
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///
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/// \see getSamples
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///
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////////////////////////////////////////////////////////////
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Uint64 getSampleCount() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the sample rate of the sound
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///
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/// The sample rate is the number of samples played per second.
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/// The higher, the better the quality (for example, 44100
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/// samples/s is CD quality).
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///
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/// \return Sample rate (number of samples per second)
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///
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/// \see getChannelCount, getDuration
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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 number of channels used by the sound
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///
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/// If the sound is mono then the number of channels will
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/// be 1, 2 for stereo, etc.
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///
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/// \return Number of channels
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///
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/// \see getSampleRate, getDuration
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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 total duration of the sound
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///
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/// \return Sound duration
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///
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/// \see getSampleRate, getChannelCount
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///
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////////////////////////////////////////////////////////////
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Time getDuration() const;
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////////////////////////////////////////////////////////////
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/// \brief Overload of assignment operator
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///
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/// \param right Instance to assign
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///
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/// \return Reference to self
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///
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////////////////////////////////////////////////////////////
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SoundBuffer& operator =(const SoundBuffer& right);
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private:
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friend class Sound;
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////////////////////////////////////////////////////////////
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/// \brief Initialize the internal state after loading a new sound
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///
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/// \param file Sound file providing access to the new loaded sound
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///
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/// \return True on successful initialization, false on failure
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///
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////////////////////////////////////////////////////////////
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bool initialize(InputSoundFile& file);
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////////////////////////////////////////////////////////////
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/// \brief Update the internal buffer with the cached audio samples
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///
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/// \param channelCount Number of channels
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/// \param sampleRate Sample rate (number of samples per second)
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///
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/// \return True on success, false if any error happened
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///
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////////////////////////////////////////////////////////////
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bool update(unsigned int channelCount, unsigned int sampleRate);
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////////////////////////////////////////////////////////////
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/// \brief Add a sound to the list of sounds that use this buffer
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///
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/// \param sound Sound instance to attach
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///
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////////////////////////////////////////////////////////////
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void attachSound(Sound* sound) const;
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////////////////////////////////////////////////////////////
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/// \brief Remove a sound from the list of sounds that use this buffer
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///
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/// \param sound Sound instance to detach
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///
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////////////////////////////////////////////////////////////
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void detachSound(Sound* sound) const;
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////////////////////////////////////////////////////////////
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// Types
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////////////////////////////////////////////////////////////
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typedef std::set<Sound*> SoundList; ///< Set of unique sound instances
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int m_buffer; ///< OpenAL buffer identifier
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std::vector<Int16> m_samples; ///< Samples buffer
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Time m_duration; ///< Sound duration
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mutable SoundList m_sounds; ///< List of sounds that are using this buffer
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};
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} // namespace sf
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#endif // SFML_SOUNDBUFFER_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::SoundBuffer
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/// \ingroup audio
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///
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/// A sound buffer holds the data of a sound, which is
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/// an array of audio samples. A sample is a 16 bits signed integer
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/// that defines the amplitude of the sound at a given time.
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/// The sound is then reconstituted by playing these samples at
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/// a high rate (for example, 44100 samples per second is the
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/// standard rate used for playing CDs). In short, audio samples
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/// are like texture pixels, and a sf::SoundBuffer is similar to
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/// a sf::Texture.
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///
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/// A sound buffer can be loaded from a file (see loadFromFile()
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/// for the complete list of supported formats), from memory, from
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/// a custom stream (see sf::InputStream) or directly from an array
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/// of samples. It can also be saved back to a file.
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///
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/// Sound buffers alone are not very useful: they hold the audio data
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/// but cannot be played. To do so, you need to use the sf::Sound class,
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/// which provides functions to play/pause/stop the sound as well as
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/// changing the way it is outputted (volume, pitch, 3D position, ...).
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/// This separation allows more flexibility and better performances:
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/// indeed a sf::SoundBuffer is a heavy resource, and any operation on it
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/// is slow (often too slow for real-time applications). On the other
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/// side, a sf::Sound is a lightweight object, which can use the audio data
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/// of a sound buffer and change the way it is played without actually
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/// modifying that data. Note that it is also possible to bind
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/// several sf::Sound instances to the same sf::SoundBuffer.
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///
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/// It is important to note that the sf::Sound instance doesn't
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/// copy the buffer that it uses, it only keeps a reference to it.
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/// Thus, a sf::SoundBuffer must not be destructed while it is
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/// used by a sf::Sound (i.e. never write a function that
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/// uses a local sf::SoundBuffer instance for loading a sound).
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///
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/// Usage example:
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/// \code
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/// // Declare a new sound buffer
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/// sf::SoundBuffer buffer;
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///
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/// // Load it from a file
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/// if (!buffer.loadFromFile("sound.wav"))
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/// {
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/// // error...
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/// }
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///
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/// // Create a sound source and bind it to the buffer
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/// sf::Sound sound1;
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/// sound1.setBuffer(buffer);
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///
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/// // Play the sound
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/// sound1.play();
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///
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/// // Create another sound source bound to the same buffer
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/// sf::Sound sound2;
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/// sound2.setBuffer(buffer);
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///
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/// // Play it with a higher pitch -- the first sound remains unchanged
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/// sound2.setPitch(2);
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/// sound2.play();
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/// \endcode
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///
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/// \see sf::Sound, sf::SoundBufferRecorder
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///
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////////////////////////////////////////////////////////////
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