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
|
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2008 Laurent Gomila (laurent.gom@gmail.com)
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Music.hpp>
#include <SFML/Audio/OpenAL.hpp>
#include <SFML/Audio/SoundFile.hpp>
#include <fstream>
#include <iostream>
namespace sf
{
////////////////////////////////////////////////////////////
/// Construct the music with a buffer size
////////////////////////////////////////////////////////////
Music::Music(std::size_t BufferSize) :
myFile (NULL),
myLoop (false),
myDuration(0.f),
mySamples (BufferSize)
{
}
////////////////////////////////////////////////////////////
/// Destructor
////////////////////////////////////////////////////////////
Music::~Music()
{
delete myFile;
}
////////////////////////////////////////////////////////////
/// Open a music file (doesn't play it -- call Play() for that)
////////////////////////////////////////////////////////////
bool Music::OpenFromFile(const std::string& Filename)
{
// Create the sound file implementation, and open it in read mode
delete myFile;
myFile = priv::SoundFile::CreateRead(Filename);
if (!myFile)
{
std::cerr << "Failed to open \"" << Filename << "\" for reading" << std::endl;
return false;
}
// Compute the duration
myDuration = static_cast<float>(myFile->GetSamplesCount()) / myFile->GetSampleRate() / myFile->GetChannelsCount();
// Initialize the stream
Initialize(myFile->GetChannelsCount(), myFile->GetSampleRate());
return true;
}
////////////////////////////////////////////////////////////
/// Open a music file from memory (doesn't play it -- call Play() for that)
////////////////////////////////////////////////////////////
bool Music::OpenFromMemory(const char* Data, std::size_t SizeInBytes)
{
// Create the sound file implementation, and open it in read mode
delete myFile;
myFile = priv::SoundFile::CreateRead(Data, SizeInBytes);
if (!myFile)
{
std::cerr << "Failed to open music from memory for reading" << std::endl;
return false;
}
// Compute the duration
myDuration = static_cast<float>(myFile->GetSamplesCount()) / myFile->GetSampleRate();
// Initialize the stream
Initialize(myFile->GetChannelsCount(), myFile->GetSampleRate());
return true;
}
////////////////////////////////////////////////////////////
/// Set the music loop state
////////////////////////////////////////////////////////////
void Music::SetLoop(bool Loop)
{
myLoop = Loop;
}
////////////////////////////////////////////////////////////
/// Tell whether or not the music is looping
////////////////////////////////////////////////////////////
bool Music::GetLoop() const
{
return myLoop;
}
////////////////////////////////////////////////////////////
/// /see SoundStream::OnStart
////////////////////////////////////////////////////////////
bool Music::OnStart()
{
return myFile->Restart();
}
////////////////////////////////////////////////////////////
/// /see SoundStream::OnGetData
////////////////////////////////////////////////////////////
bool Music::OnGetData(SoundStream::Chunk& Data)
{
// Fill the chunk parameters
Data.Samples = &mySamples[0];
Data.NbSamples = myFile->Read(&mySamples[0], mySamples.size());
// Check if we have reached the end of the audio file
if (Data.NbSamples < mySamples.size())
{
// Check if we must loop
if (myLoop)
{
if (OnStart())
{
// We succeeded to restart the audio playback
Data.NbSamples += myFile->Read(&mySamples[Data.NbSamples], mySamples.size() - Data.NbSamples);
return true;
}
}
// No more audio samples to read : we stop the playback
return false;
}
// End of audio file has not been reached, continue playback
return true;
}
////////////////////////////////////////////////////////////
/// Get the sound duration
////////////////////////////////////////////////////////////
float Music::GetDuration() const
{
return myDuration;
}
} // namespace sf
|