Streamed music played from an audio file. More...
#include <Music.hpp>
Public Types | |
enum | Status { Stopped, Paused, Playing } |
Enumeration of the sound source states. More... | |
Public Member Functions | |
Music () | |
Default constructor. More... | |
~Music () | |
Destructor. More... | |
bool | openFromFile (const std::string &filename) |
Open a music from an audio file. More... | |
bool | openFromMemory (const void *data, std::size_t sizeInBytes) |
Open a music from an audio file in memory. More... | |
bool | openFromStream (InputStream &stream) |
Open a music from an audio file in a custom stream. More... | |
Time | getDuration () const |
Get the total duration of the music. More... | |
void | play () |
Start or resume playing the audio stream. More... | |
void | pause () |
Pause the audio stream. More... | |
void | stop () |
Stop playing the audio stream. More... | |
unsigned int | getChannelCount () const |
Return the number of channels of the stream. More... | |
unsigned int | getSampleRate () const |
Get the stream sample rate of the stream. More... | |
Status | getStatus () const |
Get the current status of the stream (stopped, paused, playing) More... | |
void | setPlayingOffset (Time timeOffset) |
Change the current playing position of the stream. More... | |
Time | getPlayingOffset () const |
Get the current playing position of the stream. More... | |
void | setLoop (bool loop) |
Set whether or not the stream should loop after reaching the end. More... | |
bool | getLoop () const |
Tell whether or not the stream is in loop mode. More... | |
void | setPitch (float pitch) |
Set the pitch of the sound. More... | |
void | setVolume (float volume) |
Set the volume of the sound. More... | |
void | setPosition (float x, float y, float z) |
Set the 3D position of the sound in the audio scene. More... | |
void | setPosition (const Vector3f &position) |
Set the 3D position of the sound in the audio scene. More... | |
void | setRelativeToListener (bool relative) |
Make the sound's position relative to the listener or absolute. More... | |
void | setMinDistance (float distance) |
Set the minimum distance of the sound. More... | |
void | setAttenuation (float attenuation) |
Set the attenuation factor of the sound. More... | |
float | getPitch () const |
Get the pitch of the sound. More... | |
float | getVolume () const |
Get the volume of the sound. More... | |
Vector3f | getPosition () const |
Get the 3D position of the sound in the audio scene. More... | |
bool | isRelativeToListener () const |
Tell whether the sound's position is relative to the listener or is absolute. More... | |
float | getMinDistance () const |
Get the minimum distance of the sound. More... | |
float | getAttenuation () const |
Get the attenuation factor of the sound. More... | |
Protected Member Functions | |
virtual bool | onGetData (Chunk &data) |
Request a new chunk of audio samples from the stream source. More... | |
virtual void | onSeek (Time timeOffset) |
Change the current playing position in the stream source. More... | |
void | initialize (unsigned int channelCount, unsigned int sampleRate) |
Define the audio stream parameters. More... | |
Protected Attributes | |
unsigned int | m_source |
OpenAL source identifier. More... | |
Streamed music played from an audio file.
Musics are sounds that are streamed rather than completely loaded in memory.
This is especially useful for compressed musics that usually take hundreds of MB when they are uncompressed: by streaming it instead of loading it entirely, you avoid saturating the memory and have almost no loading delay. This implies that the underlying resource (file, stream or memory buffer) must remain valid for the lifetime of the sf::Music object.
Apart from that, a sf::Music has almost the same features as the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop it, request its parameters (channels, sample rate), change the way it is played (pitch, volume, 3D position, ...), etc.
As a sound stream, a music is played in its own thread in order not to block the rest of the program. This means that you can leave the music alone after calling play(), it will manage itself very well.
Usage example:
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inherited |
Enumeration of the sound source states.
Enumerator | |
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Stopped |
Sound is not playing. |
Paused |
Sound is paused. |
Playing |
Sound is playing. |
Definition at line 50 of file SoundSource.hpp.
sf::Music::Music | ( | ) |
Default constructor.
sf::Music::~Music | ( | ) |
Destructor.
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inherited |
Get the attenuation factor of the sound.
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Return the number of channels of the stream.
1 channel means a mono sound, 2 means stereo, etc.
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Tell whether or not the stream is in loop mode.
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Get the minimum distance of the sound.
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Get the current playing position of the stream.
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Get the 3D position of the sound in the audio scene.
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Get the stream sample rate of the stream.
The sample rate is the number of audio samples played per second. The higher, the better the quality.
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Get the current status of the stream (stopped, paused, playing)
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Define the audio stream parameters.
This function must be called by derived classes as soon as they know the audio settings of the stream to play. Any attempt to manipulate the stream (play(), ...) before calling this function will fail. It can be called multiple times if the settings of the audio stream change, but only when the stream is stopped.
channelCount | Number of channels of the stream |
sampleRate | Sample rate, in samples per second |
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Tell whether the sound's position is relative to the listener or is absolute.
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Request a new chunk of audio samples from the stream source.
This function fills the chunk from the next samples to read from the audio file.
data | Chunk of data to fill |
Implements sf::SoundStream.
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Change the current playing position in the stream source.
timeOffset | New playing position, from the beginning of the music |
Implements sf::SoundStream.
bool sf::Music::openFromFile | ( | const std::string & | filename | ) |
Open a music from an audio file.
This function doesn't start playing the music (call play() to do so). See the documentation of sf::InputSoundFile for the list of supported formats.
filename | Path of the music file to open |
bool sf::Music::openFromMemory | ( | const void * | data, |
std::size_t | sizeInBytes | ||
) |
Open a music from an audio file in memory.
This function doesn't start playing the music (call play() to do so). See the documentation of sf::InputSoundFile for the list of supported formats.
data | Pointer to the file data in memory |
sizeInBytes | Size of the data to load, in bytes |
bool sf::Music::openFromStream | ( | InputStream & | stream | ) |
Open a music from an audio file in a custom stream.
This function doesn't start playing the music (call play() to do so). See the documentation of sf::InputSoundFile for the list of supported formats.
stream | Source stream to read from |
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Start or resume playing the audio stream.
This function starts the stream if it was stopped, resumes it if it was paused, and restarts it from the beginning if it was already playing. This function uses its own thread so that it doesn't block the rest of the program while the stream is played.
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Set the attenuation factor of the sound.
The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.
attenuation | New attenuation factor of the sound |
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Set whether or not the stream should loop after reaching the end.
If set, the stream will restart from beginning after reaching the end and so on, until it is stopped or setLoop(false) is called. The default looping state for streams is false.
loop | True to play in loop, false to play once |
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Set the minimum distance of the sound.
The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.
distance | New minimum distance of the sound |
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Set the pitch of the sound.
The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The default value for the pitch is 1.
pitch | New pitch to apply to the sound |
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Change the current playing position of the stream.
The playing position can be changed when the stream is either paused or playing. Changing the playing position when the stream is stopped has no effect, since playing the stream would reset its position.
timeOffset | New playing position, from the beginning of the stream |
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Set the 3D position of the sound in the audio scene.
Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
x | X coordinate of the position of the sound in the scene |
y | Y coordinate of the position of the sound in the scene |
z | Z coordinate of the position of the sound in the scene |
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Set the 3D position of the sound in the audio scene.
Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
position | Position of the sound in the scene |
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Make the sound's position relative to the listener or absolute.
Making a sound relative to the listener will ensure that it will always be played the same way regardless of the position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).
relative | True to set the position relative, false to set it absolute |
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Set the volume of the sound.
The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.
volume | Volume of the sound |
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OpenAL source identifier.
Definition at line 264 of file SoundSource.hpp.