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298 lines
10 KiB
C++
298 lines
10 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2016 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_SOUNDSOURCE_HPP
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#define SFML_SOUNDSOURCE_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/Vector3.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Base class defining a sound's properties
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///
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////////////////////////////////////////////////////////////
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class SFML_AUDIO_API SoundSource : AlResource
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Enumeration of the sound source states
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///
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////////////////////////////////////////////////////////////
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enum Status
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{
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Stopped, ///< Sound is not playing
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Paused, ///< Sound is paused
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Playing ///< Sound is playing
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};
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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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SoundSource(const SoundSource& copy);
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~SoundSource();
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of the sound
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///
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/// The pitch represents the perceived fundamental frequency
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/// of a sound; thus you can make a sound more acute or grave
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/// by changing its pitch. A side effect of changing the pitch
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/// is to modify the playing speed of the sound as well.
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/// The default value for the pitch is 1.
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///
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/// \param pitch New pitch to apply to the sound
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///
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/// \see getPitch
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///
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////////////////////////////////////////////////////////////
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void setPitch(float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of the sound
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///
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/// The volume is a value between 0 (mute) and 100 (full volume).
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/// The default value for the volume is 100.
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///
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/// \param volume Volume of the sound
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///
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/// \see getVolume
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///
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////////////////////////////////////////////////////////////
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void setVolume(float volume);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of the sound in the audio scene
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///
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/// Only sounds with one channel (mono sounds) can be
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/// spatialized.
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/// The default position of a sound is (0, 0, 0).
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///
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/// \param x X coordinate of the position of the sound in the scene
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/// \param y Y coordinate of the position of the sound in the scene
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/// \param z Z coordinate of the position of the sound in the scene
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///
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/// \see getPosition
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///
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////////////////////////////////////////////////////////////
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void setPosition(float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of the sound in the audio scene
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///
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/// Only sounds with one channel (mono sounds) can be
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/// spatialized.
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/// The default position of a sound is (0, 0, 0).
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///
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/// \param position Position of the sound in the scene
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///
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/// \see getPosition
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///
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////////////////////////////////////////////////////////////
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void setPosition(const Vector3f& position);
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////////////////////////////////////////////////////////////
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/// \brief Make the sound's position relative to the listener or absolute
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///
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/// Making a sound relative to the listener will ensure that it will always
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/// be played the same way regardless of the position of the listener.
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/// This can be useful for non-spatialized sounds, sounds that are
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/// produced by the listener, or sounds attached to it.
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/// The default value is false (position is absolute).
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///
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/// \param relative True to set the position relative, false to set it absolute
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///
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/// \see isRelativeToListener
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///
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////////////////////////////////////////////////////////////
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void setRelativeToListener(bool relative);
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////////////////////////////////////////////////////////////
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/// \brief Set the minimum distance of the sound
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///
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/// The "minimum distance" of a sound is the maximum
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/// distance at which it is heard at its maximum volume. Further
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/// than the minimum distance, it will start to fade out according
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/// to its attenuation factor. A value of 0 ("inside the head
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/// of the listener") is an invalid value and is forbidden.
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/// The default value of the minimum distance is 1.
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///
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/// \param distance New minimum distance of the sound
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///
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/// \see getMinDistance, setAttenuation
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///
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////////////////////////////////////////////////////////////
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void setMinDistance(float distance);
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////////////////////////////////////////////////////////////
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/// \brief Set the attenuation factor of the sound
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///
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/// The attenuation is a multiplicative factor which makes
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/// the sound more or less loud according to its distance
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/// from the listener. An attenuation of 0 will produce a
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/// non-attenuated sound, i.e. its volume will always be the same
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/// whether it is heard from near or from far. On the other hand,
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/// an attenuation value such as 100 will make the sound fade out
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/// very quickly as it gets further from the listener.
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/// The default value of the attenuation is 1.
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///
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/// \param attenuation New attenuation factor of the sound
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///
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/// \see getAttenuation, setMinDistance
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///
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////////////////////////////////////////////////////////////
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void setAttenuation(float attenuation);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of the sound
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///
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/// \return Pitch of the sound
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///
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/// \see setPitch
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///
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////////////////////////////////////////////////////////////
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float getPitch() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the volume of the sound
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///
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/// \return Volume of the sound, in the range [0, 100]
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///
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/// \see setVolume
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///
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////////////////////////////////////////////////////////////
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float getVolume() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the 3D position of the sound in the audio scene
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///
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/// \return Position of the sound
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///
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/// \see setPosition
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///
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////////////////////////////////////////////////////////////
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Vector3f getPosition() const;
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////////////////////////////////////////////////////////////
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/// \brief Tell whether the sound's position is relative to the
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/// listener or is absolute
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///
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/// \return True if the position is relative, false if it's absolute
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///
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/// \see setRelativeToListener
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///
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////////////////////////////////////////////////////////////
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bool isRelativeToListener() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the minimum distance of the sound
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///
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/// \return Minimum distance of the sound
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///
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/// \see setMinDistance, getAttenuation
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///
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////////////////////////////////////////////////////////////
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float getMinDistance() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the attenuation factor of the sound
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///
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/// \return Attenuation factor of the sound
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///
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/// \see setAttenuation, getMinDistance
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///
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////////////////////////////////////////////////////////////
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float getAttenuation() 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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SoundSource& operator =(const SoundSource& right);
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protected:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This constructor is meant to be called by derived classes only.
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///
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////////////////////////////////////////////////////////////
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SoundSource();
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of the sound (stopped, paused, playing)
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///
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/// \return Current status of the sound
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///
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////////////////////////////////////////////////////////////
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Status getStatus() const;
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int m_source; ///< OpenAL source identifier
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};
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} // namespace sf
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#endif // SFML_SOUNDSOURCE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::SoundSource
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/// \ingroup audio
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///
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/// sf::SoundSource is not meant to be used directly, it
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/// only serves as a common base for all audio objects
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/// that can live in the audio environment.
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///
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/// It defines several properties for the sound: pitch,
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/// volume, position, attenuation, etc. All of them can be
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/// changed at any time with no impact on performances.
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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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