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
|
////////////////////////////////////////////////////////////
//
// 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 <SFML/Audio/Export.hpp>
#include <SFML/Audio/SoundStream.hpp>
#include <filesystem>
#include <memory>
#include <optional>
#include <cstddef>
#include <cstdint>
namespace sf
{
class Time;
class InputStream;
class InputSoundFile;
////////////////////////////////////////////////////////////
/// \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
{
T offset{}; //!< The beginning offset of the time range
T length{}; //!< The length of the time range
};
// Associated `Span` type
using TimeSpan = Span<Time>;
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Construct an empty music that does not contain any data.
///
////////////////////////////////////////////////////////////
Music();
////////////////////////////////////////////////////////////
/// \brief Construct 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
///
/// \throws sf::Exception if loading was unsuccessful
///
/// \see `openFromMemory`, `openFromStream`
///
////////////////////////////////////////////////////////////
explicit Music(const std::filesystem::path& filename);
////////////////////////////////////////////////////////////
/// \brief Construct 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
///
/// \throws sf::Exception if loading was unsuccessful
///
/// \see `openFromFile`, `openFromStream`
///
////////////////////////////////////////////////////////////
Music(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// \brief Construct 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 `stream` must remain accessible
/// until the `sf::Music` object loads a new music or is destroyed.
///
/// \param stream Source stream to read from
///
/// \throws sf::Exception if loading was unsuccessful
///
/// \see `openFromFile`, `openFromMemory`
///
////////////////////////////////////////////////////////////
explicit Music(InputStream& stream);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~Music() override;
////////////////////////////////////////////////////////////
/// \brief Move constructor
///
////////////////////////////////////////////////////////////
Music(Music&&) noexcept;
////////////////////////////////////////////////////////////
/// \brief Move assignment
///
////////////////////////////////////////////////////////////
Music& operator=(Music&&) noexcept;
////////////////////////////////////////////////////////////
/// \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`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool openFromFile(const std::filesystem::path& 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 `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`
///
////////////////////////////////////////////////////////////
[[nodiscard]] 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 `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`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool openFromStream(InputStream& stream);
////////////////////////////////////////////////////////////
/// \brief Get the total duration of the music
///
/// \return Music duration
///
////////////////////////////////////////////////////////////
[[nodiscard]] 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`
///
////////////////////////////////////////////////////////////
[[nodiscard]] TimeSpan getLoopPoints() const;
////////////////////////////////////////////////////////////
/// \brief Sets the beginning and duration of the sound's looping sequence using `sf::Time`
///
/// `setLoopPoints()` allows for specifying the beginning offset and the duration of the loop such that,
/// when the music is enabled for looping, it will seamlessly seek to the beginning whenever it
/// encounters the end of the duration. 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
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool onGetData(Chunk& data) override;
////////////////////////////////////////////////////////////
/// \brief Change the current playing position in the stream source
///
/// \param timeOffset New playing position, from the beginning of the music
///
////////////////////////////////////////////////////////////
void onSeek(Time timeOffset) override;
////////////////////////////////////////////////////////////
/// \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 `std::nullopt` if there's no loop)
///
////////////////////////////////////////////////////////////
std::optional<std::uint64_t> onLoop() override;
private:
////////////////////////////////////////////////////////////
/// \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
///
////////////////////////////////////////////////////////////
[[nodiscard]] std::uint64_t 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
///
////////////////////////////////////////////////////////////
[[nodiscard]] Time samplesToTime(std::uint64_t samples) const;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
struct Impl;
std::unique_ptr<Impl> m_impl; //!< Implementation details
};
} // namespace sf
////////////////////////////////////////////////////////////
/// \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
/// // Open a music from an audio file
/// sf::Music music("music.ogg");
///
/// // 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.setLooping(true); // make it loop
///
/// // Play it
/// music.play();
/// \endcode
///
/// \see `sf::Sound`, `sf::SoundStream`
///
////////////////////////////////////////////////////////////
|