1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618
|
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 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.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <CSFML/Audio/Export.h>
#include <CSFML/Audio/EffectProcessor.h>
#include <CSFML/Audio/SoundChannel.h>
#include <CSFML/Audio/SoundSourceCone.h>
#include <CSFML/Audio/SoundStatus.h>
#include <CSFML/Audio/Types.h>
#include <CSFML/System/Time.h>
#include <CSFML/System/Vector3.h>
#include <stddef.h>
////////////////////////////////////////////////////////////
/// \brief defines the data to fill by the OnGetData callback
///
////////////////////////////////////////////////////////////
typedef struct
{
int16_t* samples; ///< Pointer to the audio samples
unsigned int sampleCount; ///< Number of samples pointed by Samples
} sfSoundStreamChunk;
typedef bool (*sfSoundStreamGetDataCallback)(sfSoundStreamChunk*, void*); ///< Type of the callback used to get a sound stream data
typedef void (*sfSoundStreamSeekCallback)(sfTime, void*); ///< Type of the callback used to seek in a sound stream
////////////////////////////////////////////////////////////
/// \brief Create a new sound stream
///
/// \param onGetData Function called when the stream needs more data (can't be NULL)
/// \param onSeek Function called when the stream seeks (can't be NULL)
/// \param channelCount Number of channels to use (1 = mono, 2 = stereo)
/// \param sampleRate Sample rate of the sound (44100 = CD quality)
/// \param channelMapData Pointer to the array of channel map data
/// \param channelMapSize Size of channel map data array
/// \param userData Data to pass to the callback functions
///
/// \return A new sfSoundStream object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSoundStream* sfSoundStream_create(
sfSoundStreamGetDataCallback onGetData,
sfSoundStreamSeekCallback onSeek,
unsigned int channelCount,
unsigned int sampleRate,
sfSoundChannel* channelMapData,
size_t channelMapSize,
void* userData);
////////////////////////////////////////////////////////////
/// \brief Destroy a sound stream
///
/// \param soundStream Sound stream to destroy
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_destroy(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Start or resume playing a sound stream
///
/// This function starts the stream if it was stopped, resumes
/// it if it was paused, and restarts it from beginning if it
/// was it already playing.
/// This function uses its own thread so that it doesn't block
/// the rest of the program while the music is played.
///
/// \param soundStream Sound stream object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_play(sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Pause a sound stream
///
/// This function pauses the stream if it was playing,
/// otherwise (stream already paused or stopped) it has no effect.
///
/// \param soundStream Sound stream object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_pause(sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Stop playing a sound stream
///
/// This function stops the stream if it was playing or paused,
/// and does nothing if it was already stopped.
/// It also resets the playing position (unlike sfSoundStream_pause).
///
/// \param soundStream Sound stream object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_stop(sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the current status of a sound stream (stopped, paused, playing)
///
/// \param soundStream Sound stream object
///
/// \return Current status
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSoundStatus sfSoundStream_getStatus(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Return the number of channels of a sound stream
///
/// 1 channel means a mono sound, 2 means stereo, etc.
///
/// \param soundStream Sound stream object
///
/// \return Number of channels
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API unsigned int sfSoundStream_getChannelCount(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the sample rate of a sound stream
///
/// The sample rate is the number of audio samples played per
/// second. The higher, the better the quality.
///
/// \param soundStream Sound stream object
///
/// \return Sample rate, in number of samples per second
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API unsigned int sfSoundStream_getSampleRate(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the map of position in sample frame to sound channel
///
/// This is used to map a sample in the sample stream to a
/// position during spatialization.
///
/// \param soundStream Sound stream object
/// \param count Pointer to a variable that will be filled with the number of channels in the map
///
/// \return Map of position in sample frame to sound channel
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSoundChannel* sfSoundStream_getChannelMap(const sfSoundStream* soundStream, size_t* count);
////////////////////////////////////////////////////////////
/// \brief Set the pitch of a sound stream
///
/// The pitch represents the perceived fundamental frequency
/// of a sound; thus you can make a stream more acute or grave
/// by changing its pitch. A side effect of changing the pitch
/// is to modify the playing speed of the stream as well.
/// The default value for the pitch is 1.
///
/// \param soundStream Sound stream object
/// \param pitch New pitch to apply to the stream
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setPitch(sfSoundStream* soundStream, float pitch);
////////////////////////////////////////////////////////////
/// \brief Set the pan of the sound
///
/// Using panning, a mono sound can be panned between
/// stereo channels. When the pan is set to -1, the sound
/// is played only on the left channel, when the pan is set
/// to +1, the sound is played only on the right channel.
///
/// \param soundStream Sound stream object
/// \param pan New pan to apply to the sound [-1, +1]
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setPan(sfSoundStream* soundStream, float pan);
////////////////////////////////////////////////////////////
/// \brief Set the volume of a sound stream
///
/// The volume is a value between 0 (mute) and 100 (full volume).
/// The default value for the volume is 100.
///
/// \param soundStream Sound stream object
/// \param volume Volume of the stream
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setVolume(sfSoundStream* soundStream, float volume);
////////////////////////////////////////////////////////////
/// \brief Set whether spatialization of the sound is enabled
///
/// Spatialization is the application of various effects to
/// simulate a sound being emitted at a virtual position in
/// 3D space and exhibiting various physical phenomena such as
/// directional attenuation and doppler shift.
///
/// \param soundStream Sound stream object
/// \param enabled `true` to enable spatialization, `false` to disable
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setSpatializationEnabled(sfSoundStream* soundStream, bool enabled);
////////////////////////////////////////////////////////////
/// \brief Set the 3D position of a sound stream in the audio scene
///
/// Only streams with one channel (mono streams) can be
/// spatialized.
/// The default position of a stream is (0, 0, 0).
///
/// \param soundStream Sound stream object
/// \param position Position of the stream in the scene
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setPosition(sfSoundStream* soundStream, sfVector3f position);
////////////////////////////////////////////////////////////
/// \brief Set the 3D direction of the sound in the audio scene
///
/// The direction defines where the sound source is facing
/// in 3D space. It will affect how the sound is attenuated
/// if facing away from the listener.
/// The default direction of a sound is (0, 0, -1).
///
/// \param soundStream Sound stream object
/// \param direction Direction of the sound in the scene
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setDirection(sfSoundStream* soundStream, sfVector3f direction);
////////////////////////////////////////////////////////////
/// \brief Set the cone properties of the sound in the audio scene
///
/// The cone defines how directional attenuation is applied.
/// The default cone of a sound is (2 * PI, 2 * PI, 1).
///
/// \param soundStream Sound stream object
/// \param cone Cone properties of the sound in the scene
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setCone(sfSoundStream* soundStream, sfSoundSourceCone cone);
////////////////////////////////////////////////////////////
/// \brief Set the 3D velocity of the sound in the audio scene
///
/// The velocity is used to determine how to doppler shift
/// the sound. Sounds moving towards the listener will be
/// perceived to have a higher pitch and sounds moving away
/// from the listener will be perceived to have a lower pitch.
///
/// \param soundStream Sound stream object
/// \param velocity Velocity of the sound in the scene
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setVelocity(sfSoundStream* soundStream, sfVector3f velocity);
////////////////////////////////////////////////////////////
/// \brief Set the doppler factor of the sound
///
/// The doppler factor determines how strong the doppler
/// shift will be.
///
/// \param soundStream Sound stream object
/// \param factor New doppler factor to apply to the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setDopplerFactor(sfSoundStream* soundStream, float factor);
////////////////////////////////////////////////////////////
/// \brief Set the directional attenuation factor of the sound
///
/// Depending on the virtual position of an output channel
/// relative to the listener (such as in surround sound
/// setups), sounds will be attenuated when emitting them
/// from certain channels. This factor determines how strong
/// the attenuation based on output channel position
/// relative to the listener is.
///
/// \param soundStream Sound stream object
/// \param factor New directional attenuation factor to apply to the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setDirectionalAttenuationFactor(sfSoundStream* soundStream, float factor);
////////////////////////////////////////////////////////////
/// \brief Make a sound stream's position relative to the listener or absolute
///
/// Making a stream relative to the listener will ensure that it will always
/// be played the same way regardless the position of the listener.
/// This can be useful for non-spatialized streams, streams that are
/// produced by the listener, or streams attached to it.
/// The default value is false (position is absolute).
///
/// \param soundStream Sound stream object
/// \param relative true to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setRelativeToListener(sfSoundStream* soundStream, bool relative);
////////////////////////////////////////////////////////////
/// \brief Set the minimum distance of a sound stream
///
/// The "minimum distance" of a stream 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.
///
/// \param soundStream Sound stream object
/// \param distance New minimum distance of the stream
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setMinDistance(sfSoundStream* soundStream, float distance);
////////////////////////////////////////////////////////////
/// \brief Set the maximum distance of the sound
///
/// The "maximum distance" of a sound is the minimum
/// distance at which it is heard at its minimum volume. Closer
/// than the maximum distance, it will start to fade in according
/// to its attenuation factor.
/// The default value of the maximum distance is the maximum
/// value a float can represent.
///
/// \param soundStream Sound stream object
/// \param distance New maximum distance of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setMaxDistance(sfSoundStream* soundStream, float distance);
////////////////////////////////////////////////////////////
/// \brief Set the minimum gain of the sound
///
/// When the sound is further away from the listener than
/// the "maximum distance" the attenuated gain is clamped
/// so it cannot go below the minimum gain value.
///
/// \param soundStream Sound stream object
/// \param gain New minimum gain of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setMinGain(sfSoundStream* soundStream, float gain);
////////////////////////////////////////////////////////////
/// \brief Set the maximum gain of the sound
///
/// When the sound is closer from the listener than
/// the "minimum distance" the attenuated gain is clamped
/// so it cannot go above the maximum gain value.
///
/// \param soundStream Sound stream object
/// \param gain New maximum gain of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setMaxGain(sfSoundStream* soundStream, float gain);
////////////////////////////////////////////////////////////
/// \brief Set the attenuation factor of a sound stream
///
/// The attenuation is a multiplicative factor which makes
/// the stream more or less loud according to its distance
/// from the listener. An attenuation of 0 will produce a
/// non-attenuated stream, 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 stream fade out
/// very quickly as it gets further from the listener.
/// The default value of the attenuation is 1.
///
/// \param soundStream Sound stream object
/// \param attenuation New attenuation factor of the stream
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setAttenuation(sfSoundStream* soundStream, float attenuation);
////////////////////////////////////////////////////////////
/// \brief Change the current playing position of a sound stream
///
/// The playing position can be changed when the stream is
/// either paused or playing.
///
/// \param soundStream Sound stream object
/// \param timeOffset New playing position
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
////////////////////////////////////////////////////////////
/// \brief Set whether or not a sound 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
/// sfSoundStream_setLooping(stream, false) is called.
/// The default looping state for sound streams is false.
///
/// \param soundStream Sound stream object
/// \param loop true to play in loop, false to play once
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setLooping(sfSoundStream* soundStream, bool loop);
////////////////////////////////////////////////////////////
/// \brief Get the pitch of a sound stream
///
/// \param soundStream Sound stream object
///
/// \return Pitch of the stream
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getPitch(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the pan of the sound
///
/// \param soundStream Sound stream object
///
/// \return Pan of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getPan(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the volume of a sound stream
///
/// \param soundStream Sound stream object
///
/// \return Volume of the stream, in the range [0, 100]
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getVolume(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Tell whether spatialization of the sound is enabled
///
/// \param soundStream Sound stream object
///
/// \return `true` if spatialization is enabled, `false` if it's disabled
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API bool sfSoundStream_isSpatializationEnabled(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the 3D position of a sound stream in the audio scene
///
/// \param soundStream Sound stream object
///
/// \return Position of the stream in the world
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfVector3f sfSoundStream_getPosition(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the 3D direction of the sound in the audio scene
///
/// \param soundStream Sound stream object
///
/// \return Direction of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfVector3f sfSoundStream_getDirection(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the cone properties of the sound in the audio scene
///
/// \param soundStream Sound stream object
///
/// \return Cone properties of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSoundSourceCone sfSoundStream_getCone(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the 3D velocity of the sound in the audio scene
///
/// \param soundStream Sound stream object
///
/// \return Velocity of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfVector3f sfSoundStream_getVelocity(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the doppler factor of the sound
///
/// \param soundStream Sound stream object
///
/// \return Doppler factor of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getDopplerFactor(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the directional attenuation factor of the sound
///
/// \param soundStream Sound stream object
///
/// \return Directional attenuation factor of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getDirectionalAttenuationFactor(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Tell whether a sound stream's position is relative to the
/// listener or is absolute
///
/// \param soundStream Sound stream object
///
/// \return true if the position is relative, false if it's absolute
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API bool sfSoundStream_isRelativeToListener(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of a sound stream
///
/// \param soundStream Sound stream object
///
/// \return Minimum distance of the stream
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getMinDistance(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the maximum distance of the sound
///
/// \param soundStream Sound stream object
///
/// \return Maximum distance of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getMaxDistance(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the minimum gain of the sound
///
/// \param soundStream Sound stream object
///
/// \return Minimum gain of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getMinGain(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the maximum gain of the sound
///
/// \param soundStream Sound stream object
///
/// \return Maximum gain of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getMaxGain(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of a sound stream
///
/// \param soundStream Sound stream object
///
/// \return Attenuation factor of the stream
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSoundStream_getAttenuation(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Tell whether or not a sound stream is in loop mode
///
/// \param soundStream Sound stream object
///
/// \return true if the music is looping, false otherwise
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API bool sfSoundStream_isLooping(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Set the effect processor to be applied to the sound
///
/// The effect processor is a callable that will be called
/// with sound data to be processed.
///
/// \param soundStream Sound stream object
/// \param effectProcessor The effect processor to attach to this sound, attach an empty processor to disable processing
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSoundStream_setEffectProcessor(sfSoundStream* soundStream, sfEffectProcessor effectProcessor);
////////////////////////////////////////////////////////////
/// \brief Get the current playing position of a sound stream
///
/// \param soundStream Sound stream object
///
/// \return Current playing position
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfTime sfSoundStream_getPlayingOffset(const sfSoundStream* soundStream);
|