shooter/SFML-mingw32/include/SFML/Audio/InputSoundFile.hpp

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_INPUTSOUNDFILE_HPP
#define SFML_INPUTSOUNDFILE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Export.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/Time.hpp>
#include <string>
#include <algorithm>
namespace sf
{
class InputStream;
class SoundFileReader;
////////////////////////////////////////////////////////////
/// \brief Provide read access to sound files
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API InputSoundFile : NonCopyable
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
InputSoundFile();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~InputSoundFile();
////////////////////////////////////////////////////////////
/// \brief Open a sound file from the disk for reading
///
/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
///
/// \param filename Path of the sound file to load
///
/// \return True if the file was successfully opened
///
////////////////////////////////////////////////////////////
bool openFromFile(const std::string& filename);
////////////////////////////////////////////////////////////
/// \brief Open a sound file in memory for reading
///
/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
///
/// \param data Pointer to the file data in memory
/// \param sizeInBytes Size of the data to load, in bytes
///
/// \return True if the file was successfully opened
///
////////////////////////////////////////////////////////////
bool openFromMemory(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// \brief Open a sound file from a custom stream for reading
///
/// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
/// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
///
/// \param stream Source stream to read from
///
/// \return True if the file was successfully opened
///
////////////////////////////////////////////////////////////
bool openFromStream(InputStream& stream);
////////////////////////////////////////////////////////////
/// \brief Get the total number of audio samples in the file
///
/// \return Number of samples
///
////////////////////////////////////////////////////////////
Uint64 getSampleCount() const;
////////////////////////////////////////////////////////////
/// \brief Get the number of channels used by the sound
///
/// \return Number of channels (1 = mono, 2 = stereo)
///
////////////////////////////////////////////////////////////
unsigned int getChannelCount() const;
////////////////////////////////////////////////////////////
/// \brief Get the sample rate of the sound
///
/// \return Sample rate, in samples per second
///
////////////////////////////////////////////////////////////
unsigned int getSampleRate() const;
////////////////////////////////////////////////////////////
/// \brief Get the total duration of the sound file
///
/// This function is provided for convenience, the duration is
/// deduced from the other sound file attributes.
///
/// \return Duration of the sound file
///
////////////////////////////////////////////////////////////
Time getDuration() const;
////////////////////////////////////////////////////////////
/// \brief Get the read offset of the file in time
///
/// \return Time position
///
////////////////////////////////////////////////////////////
Time getTimeOffset() const;
////////////////////////////////////////////////////////////
/// \brief Get the read offset of the file in samples
///
/// \return Sample position
///
////////////////////////////////////////////////////////////
Uint64 getSampleOffset() const;
////////////////////////////////////////////////////////////
/// \brief Change the current read position to the given sample offset
///
/// This function takes a sample offset to provide maximum
/// precision. If you need to jump to a given time, use the
/// other overload.
///
/// The sample offset takes the channels into account.
/// If you have a time offset instead, you can easily find
/// the corresponding sample offset with the following formula:
/// `timeInSeconds * sampleRate * channelCount`
/// If the given offset exceeds to total number of samples,
/// this function jumps to the end of the sound file.
///
/// \param sampleOffset Index of the sample to jump to, relative to the beginning
///
////////////////////////////////////////////////////////////
void seek(Uint64 sampleOffset);
////////////////////////////////////////////////////////////
/// \brief Change the current read position to the given time offset
///
/// Using a time offset is handy but imprecise. If you need an accurate
/// result, consider using the overload which takes a sample offset.
///
/// If the given time exceeds to total duration, this function jumps
/// to the end of the sound file.
///
/// \param timeOffset Time to jump to, relative to the beginning
///
////////////////////////////////////////////////////////////
void seek(Time timeOffset);
////////////////////////////////////////////////////////////
/// \brief Read audio samples from the open file
///
/// \param samples Pointer to the sample array to fill
/// \param maxCount Maximum number of samples to read
///
/// \return Number of samples actually read (may be less than \a maxCount)
///
////////////////////////////////////////////////////////////
Uint64 read(Int16* samples, Uint64 maxCount);
private:
////////////////////////////////////////////////////////////
/// \brief Close the current file
///
////////////////////////////////////////////////////////////
void close();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
SoundFileReader* m_reader; ///< Reader that handles I/O on the file's format
InputStream* m_stream; ///< Input stream used to access the file's data
bool m_streamOwned; ///< Is the stream internal or external?
Uint64 m_sampleOffset; ///< Sample Read Position
Uint64 m_sampleCount; ///< Total number of samples in the file
unsigned int m_channelCount; ///< Number of channels of the sound
unsigned int m_sampleRate; ///< Number of samples per second
};
} // namespace sf
#endif // SFML_INPUTSOUNDFILE_HPP
////////////////////////////////////////////////////////////
/// \class sf::InputSoundFile
/// \ingroup audio
///
/// This class decodes audio samples from a sound file. It is
/// used internally by higher-level classes such as sf::SoundBuffer
/// and sf::Music, but can also be useful if you want to process
/// or analyze audio files without playing them, or if you want to
/// implement your own version of sf::Music with more specific
/// features.
///
/// Usage example:
/// \code
/// // Open a sound file
/// sf::InputSoundFile file;
/// if (!file.openFromFile("music.ogg"))
/// /* error */;
///
/// // Print the sound attributes
/// std::cout << "duration: " << file.getDuration().asSeconds() << std::endl;
/// std::cout << "channels: " << file.getChannelCount() << std::endl;
/// std::cout << "sample rate: " << file.getSampleRate() << std::endl;
/// std::cout << "sample count: " << file.getSampleCount() << std::endl;
///
/// // Read and process batches of samples until the end of file is reached
/// sf::Int16 samples[1024];
/// sf::Uint64 count;
/// do
/// {
/// count = file.read(samples, 1024);
///
/// // process, analyze, play, convert, or whatever
/// // you want to do with the samples...
/// }
/// while (count > 0);
/// \endcode
///
/// \see sf::SoundFileReader, sf::OutputSoundFile
///
////////////////////////////////////////////////////////////