//////////////////////////////////////////////////////////// // // 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_MUSIC_HPP #define SFML_MUSIC_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include <SFML/Audio/Export.hpp> #include <SFML/Audio/SoundStream.hpp> #include <SFML/Audio/InputSoundFile.hpp> #include <SFML/System/Mutex.hpp> #include <SFML/System/Time.hpp> #include <string> #include <vector> namespace sf { class InputStream; //////////////////////////////////////////////////////////// /// \brief Streamed music played from an audio file /// //////////////////////////////////////////////////////////// class SFML_AUDIO_API Music : public SoundStream { public: //////////////////////////////////////////////////////////// /// \brief Structure defining a time range using the template type /// //////////////////////////////////////////////////////////// template <typename T> struct Span { //////////////////////////////////////////////////////////// /// \brief Default constructor /// //////////////////////////////////////////////////////////// Span() { } //////////////////////////////////////////////////////////// /// \brief Initialization constructor /// /// \param off Initial Offset /// \param len Initial Length /// //////////////////////////////////////////////////////////// Span(T off, T len): offset(off), length(len) { } T offset; ///< The beginning offset of the time range T length; ///< The length of the time range }; // Define the relevant Span types typedef Span<Time> TimeSpan; //////////////////////////////////////////////////////////// /// \brief Default constructor /// //////////////////////////////////////////////////////////// Music(); //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~Music(); //////////////////////////////////////////////////////////// /// \brief 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. /// /// \warning Since the music is not loaded at once but rather /// streamed continuously, the file must remain accessible until /// the sf::Music object loads a new music or is destroyed. /// /// \param filename Path of the music file to open /// /// \return True if loading succeeded, false if it failed /// /// \see openFromMemory, openFromStream /// //////////////////////////////////////////////////////////// bool openFromFile(const std::string& filename); //////////////////////////////////////////////////////////// /// \brief 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. /// /// \warning Since the music is not loaded at once but rather streamed /// continuously, the \a data buffer must remain accessible until /// the sf::Music object loads a new music or is destroyed. That is, /// you can't deallocate the buffer right after calling this function. /// /// \param data Pointer to the file data in memory /// \param sizeInBytes Size of the data to load, in bytes /// /// \return True if loading succeeded, false if it failed /// /// \see openFromFile, openFromStream /// //////////////////////////////////////////////////////////// bool openFromMemory(const void* data, std::size_t sizeInBytes); //////////////////////////////////////////////////////////// /// \brief 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. /// /// \warning Since the music is not loaded at once but rather /// streamed continuously, the \a stream must remain accessible /// until the sf::Music object loads a new music or is destroyed. /// /// \param stream Source stream to read from /// /// \return True if loading succeeded, false if it failed /// /// \see openFromFile, openFromMemory /// //////////////////////////////////////////////////////////// bool openFromStream(InputStream& stream); //////////////////////////////////////////////////////////// /// \brief Get the total duration of the music /// /// \return Music duration /// //////////////////////////////////////////////////////////// Time getDuration() const; //////////////////////////////////////////////////////////// /// \brief Get the positions of the of the sound's looping sequence /// /// \return Loop Time position class. /// /// \warning Since setLoopPoints() performs some adjustments on the /// provided values and rounds them to internal samples, a call to /// getLoopPoints() is not guaranteed to return the same times passed /// into a previous call to setLoopPoints(). However, it is guaranteed /// to return times that will map to the valid internal samples of /// this Music if they are later passed to setLoopPoints(). /// /// \see setLoopPoints /// //////////////////////////////////////////////////////////// TimeSpan getLoopPoints() const; //////////////////////////////////////////////////////////// /// \brief Sets the beginning and end of the sound's looping sequence using sf::Time /// /// Loop points allow one to specify a pair of positions such that, when the music /// is enabled for looping, it will seamlessly seek to the beginning whenever it /// encounters the end. Valid ranges for timePoints.offset and timePoints.length are /// [0, Dur) and (0, Dur-offset] respectively, where Dur is the value returned by getDuration(). /// Note that the EOF "loop point" from the end to the beginning of the stream is still honored, /// in case the caller seeks to a point after the end of the loop range. This function can be /// safely called at any point after a stream is opened, and will be applied to a playing sound /// without affecting the current playing offset. /// /// \warning Setting the loop points while the stream's status is Paused /// will set its status to Stopped. The playing offset will be unaffected. /// /// \param timePoints The definition of the loop. Can be any time points within the sound's length /// /// \see getLoopPoints /// //////////////////////////////////////////////////////////// void setLoopPoints(TimeSpan timePoints); protected: //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param data Chunk of data to fill /// /// \return True to continue playback, false to stop /// //////////////////////////////////////////////////////////// virtual bool onGetData(Chunk& data); //////////////////////////////////////////////////////////// /// \brief Change the current playing position in the stream source /// /// \param timeOffset New playing position, from the beginning of the music /// //////////////////////////////////////////////////////////// virtual void onSeek(Time timeOffset); //////////////////////////////////////////////////////////// /// \brief Change the current playing position in the stream source to the loop offset /// /// This is called by the underlying SoundStream whenever it needs us to reset /// the seek position for a loop. We then determine whether we are looping on a /// loop point or the end-of-file, perform the seek, and return the new position. /// /// \return The seek position after looping (or -1 if there's no loop) /// //////////////////////////////////////////////////////////// virtual Int64 onLoop(); private: //////////////////////////////////////////////////////////// /// \brief Initialize the internal state after loading a new music /// //////////////////////////////////////////////////////////// void initialize(); //////////////////////////////////////////////////////////// /// \brief Helper to convert an sf::Time to a sample position /// /// \param position Time to convert to samples /// /// \return The number of samples elapsed at the given time /// //////////////////////////////////////////////////////////// Uint64 timeToSamples(Time position) const; //////////////////////////////////////////////////////////// /// \brief Helper to convert a sample position to an sf::Time /// /// \param samples Sample count to convert to Time /// /// \return The Time position of the given sample /// //////////////////////////////////////////////////////////// Time samplesToTime(Uint64 samples) const; //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// InputSoundFile m_file; ///< The streamed music file std::vector<Int16> m_samples; ///< Temporary buffer of samples Mutex m_mutex; ///< Mutex protecting the data Span<Uint64> m_loopSpan; ///< Loop Range Specifier }; } // namespace sf #endif // SFML_MUSIC_HPP //////////////////////////////////////////////////////////// /// \class sf::Music /// \ingroup audio /// /// 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: /// \code /// // Declare a new music /// sf::Music music; /// /// // Open it from an audio file /// if (!music.openFromFile("music.ogg")) /// { /// // error... /// } /// /// // Change some parameters /// music.setPosition(0, 1, 10); // change its 3D position /// music.setPitch(2); // increase the pitch /// music.setVolume(50); // reduce the volume /// music.setLoop(true); // make it loop /// /// // Play it /// music.play(); /// \endcode /// /// \see sf::Sound, sf::SoundStream /// ////////////////////////////////////////////////////////////