264 lines
9.7 KiB
C++
264 lines
9.7 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_INPUTSOUNDFILE_HPP
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#define SFML_INPUTSOUNDFILE_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/System/NonCopyable.hpp>
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#include <SFML/System/Time.hpp>
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#include <string>
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#include <algorithm>
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namespace sf
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{
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class InputStream;
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class SoundFileReader;
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////////////////////////////////////////////////////////////
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/// \brief Provide read access to sound files
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API InputSoundFile : NonCopyable
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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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InputSoundFile();
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~InputSoundFile();
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////////////////////////////////////////////////////////////
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/// \brief Open a sound file from the disk for reading
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///
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/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
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/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
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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 the file was successfully opened
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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 sound file in memory for reading
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///
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/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
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/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
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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 the file was successfully opened
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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 sound file from a custom stream for reading
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///
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/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
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/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
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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 the file was successfully opened
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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 number of audio samples in the file
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///
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/// \return Number of samples
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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 number of channels used by the sound
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///
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/// \return Number of channels (1 = mono, 2 = stereo)
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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 sample rate of the sound
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///
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/// \return Sample rate, in 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 total duration of the sound file
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///
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/// This function is provided for convenience, the duration is
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/// deduced from the other sound file attributes.
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///
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/// \return Duration of the sound file
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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 read offset of the file in time
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///
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/// \return Time position
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///
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////////////////////////////////////////////////////////////
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Time getTimeOffset() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the read offset of the file in samples
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///
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/// \return Sample position
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///
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////////////////////////////////////////////////////////////
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Uint64 getSampleOffset() const;
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////////////////////////////////////////////////////////////
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/// \brief Change the current read position to the given sample offset
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///
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/// This function takes a sample offset to provide maximum
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/// precision. If you need to jump to a given time, use the
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/// other overload.
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///
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/// The sample offset takes the channels into account.
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/// If you have a time offset instead, you can easily find
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/// the corresponding sample offset with the following formula:
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/// `timeInSeconds * sampleRate * channelCount`
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/// If the given offset exceeds to total number of samples,
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/// this function jumps to the end of the sound file.
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///
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/// \param sampleOffset Index of the sample to jump to, relative to the beginning
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///
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////////////////////////////////////////////////////////////
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void seek(Uint64 sampleOffset);
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////////////////////////////////////////////////////////////
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/// \brief Change the current read position to the given time offset
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///
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/// Using a time offset is handy but imprecise. If you need an accurate
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/// result, consider using the overload which takes a sample offset.
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///
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/// If the given time exceeds to total duration, this function jumps
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/// to the end of the sound file.
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///
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/// \param timeOffset Time to jump to, relative to the beginning
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///
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////////////////////////////////////////////////////////////
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void seek(Time timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Read audio samples from the open file
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///
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/// \param samples Pointer to the sample array to fill
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/// \param maxCount Maximum number of samples to read
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///
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/// \return Number of samples actually read (may be less than \a maxCount)
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///
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////////////////////////////////////////////////////////////
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Uint64 read(Int16* samples, Uint64 maxCount);
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private:
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////////////////////////////////////////////////////////////
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/// \brief Close the current file
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///
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////////////////////////////////////////////////////////////
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void close();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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SoundFileReader* m_reader; ///< Reader that handles I/O on the file's format
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InputStream* m_stream; ///< Input stream used to access the file's data
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bool m_streamOwned; ///< Is the stream internal or external?
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Uint64 m_sampleOffset; ///< Sample Read Position
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Uint64 m_sampleCount; ///< Total number of samples in the file
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unsigned int m_channelCount; ///< Number of channels of the sound
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unsigned int m_sampleRate; ///< Number of samples per second
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};
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} // namespace sf
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#endif // SFML_INPUTSOUNDFILE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::InputSoundFile
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/// \ingroup audio
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///
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/// This class decodes audio samples from a sound file. It is
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/// used internally by higher-level classes such as sf::SoundBuffer
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/// and sf::Music, but can also be useful if you want to process
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/// or analyze audio files without playing them, or if you want to
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/// implement your own version of sf::Music with more specific
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/// features.
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///
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/// Usage example:
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/// \code
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/// // Open a sound file
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/// sf::InputSoundFile file;
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/// if (!file.openFromFile("music.ogg"))
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/// /* error */;
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///
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/// // Print the sound attributes
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/// std::cout << "duration: " << file.getDuration().asSeconds() << std::endl;
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/// std::cout << "channels: " << file.getChannelCount() << std::endl;
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/// std::cout << "sample rate: " << file.getSampleRate() << std::endl;
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/// std::cout << "sample count: " << file.getSampleCount() << std::endl;
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///
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/// // Read and process batches of samples until the end of file is reached
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/// sf::Int16 samples[1024];
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/// sf::Uint64 count;
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/// do
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/// {
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/// count = file.read(samples, 1024);
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///
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/// // process, analyze, play, convert, or whatever
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/// // you want to do with the samples...
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/// }
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/// while (count > 0);
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/// \endcode
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///
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/// \see sf::SoundFileReader, sf::OutputSoundFile
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///
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////////////////////////////////////////////////////////////
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