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Author Topic: Playing sound once on every cursor entering of specific area.  (Read 4408 times)

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Bogdan

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I would like to play a sound file once, every time when mouse cursor is entering a given area.
How to do that? Many thanks in advance. Here is my code (SFML 2.1):

#include <iostream>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>

int main()
{
   sf::RenderWindow mMainWindow(sf::VideoMode(200,200,32), "soundlooptest", sf::Style::Titlebar);

   sf::Event mMainEvent;   

    sf::SoundBuffer soundBuffer;
    if (!soundBuffer.loadFromFile("click.wav"))
        return -1;
    sf::Sound sound;
    sound.setBuffer(soundBuffer);



   while(mMainWindow.isOpen())
   {
      
      while(mMainWindow.pollEvent(mMainEvent))
      {
       if(sf::Mouse::getPosition(mMainWindow).x >= 0
         && sf::Mouse::getPosition(mMainWindow).y >= 0
         && sf::Mouse::getPosition(mMainWindow).x <= 100
         && sf::Mouse::getPosition(mMainWindow).y <= 100)
       sound.play();
      }
      {
       if(sf::Mouse::getPosition(mMainWindow).x >= 0
         && sf::Mouse::getPosition(mMainWindow).y >= 0
         && sf::Mouse::getPosition(mMainWindow).x <= 100
         && sf::Mouse::getPosition(mMainWindow).y <= 100)
       sound.setLoop(false);
      }


      mMainWindow.clear();
      mMainWindow.setFramerateLimit(30);
      mMainWindow.display();
   }
   return 0;
}

Ixrec

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Re: Playing sound once on every cursor entering of specific area.
« Reply #1 on: May 20, 2014, 09:21:00 pm »
Just use a boolean to keep track of whether the cursor is currently in that area or not. When you see the cursor move within the region, and the boolean tells you it wasn't in that region during the last frame, play the sound.

Bogdan

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Re: Playing sound once on every cursor entering of specific area.
« Reply #2 on: May 21, 2014, 01:45:27 pm »
I've found a solution. It's not clean and perfect, but ok. It works best with the click.wav which is attached to this post.

#include <iostream>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>

int main()
{
   sf::RenderWindow mMainWindow(sf::VideoMode(200,200,32), "soundlooptest", sf::Style::Titlebar);

   sf::Event mMainEvent;   

    sf::SoundBuffer soundBuffer;
    if (!soundBuffer.loadFromFile("click.wav"))
        return -1;
    sf::Sound sound;
    sound.setBuffer(soundBuffer);

   const int button1_WIDTH = 100;
   const int button1_HEIGHT = 100;
   sf::Color button1_COLOR = sf::Color::Red;


   sf::RectangleShape button1;
   button1.setSize(sf::Vector2f(button1_WIDTH, button1_HEIGHT));
   button1.setFillColor(button1_COLOR);
   button1.setPosition(sf::Vector2f(0, 0));

   sf::Clock clock;
   sf::Time time;

   time = clock.getElapsedTime();

   while(mMainWindow.isOpen())
   {
      
      while(mMainWindow.pollEvent(mMainEvent))
      {
      if (button1.getGlobalBounds().contains(mMainWindow.mapPixelToCoords(sf::Mouse::getPosition(mMainWindow))))
         {
        if (clock.getElapsedTime().asMilliseconds() > 300.0f)
            {
      sound.stop();
      sound.setLoop(false);
            }
      else
         {
      sound.play();
      }
   }
   else
      {
      sound.setLoop(false);
      clock.restart();
      }
   }


      mMainWindow.clear();
      mMainWindow.setFramerateLimit(30);
      mMainWindow.draw(button1);
      mMainWindow.display();
   }
   return 0;
}


eXpl0it3r

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Re: Playing sound once on every cursor entering of specific area.
« Reply #3 on: May 21, 2014, 01:57:06 pm »
Please make use of the [code=cpp]code[/code] tag when posting code. ;)

Also the code is bad. You shouldn't have that check inside the event loop. You don't check for events, so it has nothing to do in there.
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Bogdan

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Re: Playing sound once on every cursor entering of specific area.
« Reply #4 on: May 21, 2014, 05:32:35 pm »
I've found out, that my old click.wav was somehow faulty, because it was too short and sfml seemed to have problems with it. Now, with a new click.wav (which is too big (about 860KB) for an attachment) everything is perfect.

#include <iostream>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>

int main()
{
        sf::RenderWindow mMainWindow(sf::VideoMode(200,200,32), "soundlooptest", sf::Style::Titlebar);

        sf::Event mMainEvent;  

    sf::SoundBuffer soundBuffer;
    if (!soundBuffer.loadFromFile("click.wav"))
        return -1;
    sf::Sound sound;
    sound.setBuffer(soundBuffer);

        const int button1_WIDTH = 100;
        const int button1_HEIGHT = 100;
        sf::Color button1_COLOR = sf::Color::Red;


        sf::RectangleShape button1;
        button1.setSize(sf::Vector2f(button1_WIDTH, button1_HEIGHT));
        button1.setFillColor(button1_COLOR);
        button1.setPosition(sf::Vector2f(0, 0));

        sf::Clock clock;
        sf::Time time;
        time = clock.getElapsedTime();
       

        while(mMainWindow.isOpen())
        {
               
                while(mMainWindow.pollEvent(mMainEvent))
                {

                        if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape))
                        mMainWindow.close();
                }




                if (button1.getGlobalBounds().contains(mMainWindow.mapPixelToCoords(sf::Mouse::getPosition(mMainWindow))))
                        {
        if (clock.getElapsedTime().asMilliseconds() > 300.0f)
                                {
                sound.setLoop(false);
                                }
                else
                        {
                sound.play();
                }
        }
        else
                {
                sound.setLoop(false);
                clock.restart();
                }



                mMainWindow.clear();
                mMainWindow.setFramerateLimit(30);
                mMainWindow.draw(button1);
                mMainWindow.display();
        }
        return 0;
}






 
« Last Edit: May 21, 2014, 05:39:07 pm by Bogdan »

eXpl0it3r

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AW: Playing sound once on every cursor entering of specific area.
« Reply #5 on: May 21, 2014, 05:42:04 pm »
You're still using the sf::Keybaord input class inside the event loop.
Read the tutorial on events and input classes again. ;)
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Hiura

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