338 lines
12 KiB
C++
338 lines
12 KiB
C++
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////////////////////////////////////////////////////////////
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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_MUSIC_HPP
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#define SFML_MUSIC_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/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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namespace sf
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{
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class InputStream;
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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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/// \brief Structure defining a time range using the template type
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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struct Span
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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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Span()
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{
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}
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////////////////////////////////////////////////////////////
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/// \brief Initialization constructor
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///
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/// \param off Initial Offset
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/// \param len Initial Length
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///
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////////////////////////////////////////////////////////////
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Span(T off, T len):
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offset(off),
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length(len)
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{
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}
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T offset; ///< The beginning offset of the time range
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T length; ///< The length of the time range
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};
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// Define the relevant Span types
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typedef Span<Time> TimeSpan;
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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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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~Music();
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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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/// \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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/// \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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/// \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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/// \brief Get the positions of the of the sound's looping sequence
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///
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/// \return Loop Time position class.
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///
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/// \warning Since setLoopPoints() performs some adjustments on the
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/// provided values and rounds them to internal samples, a call to
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/// getLoopPoints() is not guaranteed to return the same times passed
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/// into a previous call to setLoopPoints(). However, it is guaranteed
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/// to return times that will map to the valid internal samples of
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/// this Music if they are later passed to setLoopPoints().
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///
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/// \see setLoopPoints
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///
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////////////////////////////////////////////////////////////
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TimeSpan getLoopPoints() const;
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////////////////////////////////////////////////////////////
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/// \brief Sets the beginning and end of the sound's looping sequence using sf::Time
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///
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/// Loop points allow one to specify a pair of positions such that, when the music
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/// is enabled for looping, it will seamlessly seek to the beginning whenever it
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/// encounters the end. Valid ranges for timePoints.offset and timePoints.length are
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/// [0, Dur) and (0, Dur-offset] respectively, where Dur is the value returned by getDuration().
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/// Note that the EOF "loop point" from the end to the beginning of the stream is still honored,
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/// in case the caller seeks to a point after the end of the loop range. This function can be
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/// safely called at any point after a stream is opened, and will be applied to a playing sound
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/// without affecting the current playing offset.
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///
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/// \warning Setting the loop points while the stream's status is Paused
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/// will set its status to Stopped. The playing offset will be unaffected.
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///
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/// \param timePoints The definition of the loop. Can be any time points within the sound's length
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///
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/// \see getLoopPoints
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///
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////////////////////////////////////////////////////////////
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void setLoopPoints(TimeSpan timePoints);
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protected:
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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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/// \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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/// \brief Change the current playing position in the stream source to the loop offset
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///
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/// This is called by the underlying SoundStream whenever it needs us to reset
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/// the seek position for a loop. We then determine whether we are looping on a
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/// loop point or the end-of-file, perform the seek, and return the new position.
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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 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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/// \brief Helper to convert an sf::Time to a sample position
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///
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/// \param position Time to convert to samples
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///
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/// \return The number of samples elapsed at the given time
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///
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////////////////////////////////////////////////////////////
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Uint64 timeToSamples(Time position) const;
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////////////////////////////////////////////////////////////
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/// \brief Helper to convert a sample position to an sf::Time
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///
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/// \param samples Sample count to convert to Time
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///
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/// \return The Time position of the given sample
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///
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////////////////////////////////////////////////////////////
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Time samplesToTime(Uint64 samples) const;
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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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std::vector<Int16> m_samples; ///< Temporary buffer of samples
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Mutex m_mutex; ///< Mutex protecting the data
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Span<Uint64> m_loopSpan; ///< Loop Range Specifier
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};
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} // namespace sf
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#endif // SFML_MUSIC_HPP
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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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