File: SoundBuffer.hpp

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////////////////////////////////////////////////////////////
//
// 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/SoundChannel.hpp>

#include <SFML/System/Time.hpp>

#include <filesystem>
#include <unordered_set>
#include <vector>

#include <cstddef>
#include <cstdint>


namespace sf
{
class Sound;
class InputSoundFile;
class InputStream;

////////////////////////////////////////////////////////////
/// \brief Storage for audio samples defining a sound
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API SoundBuffer
{
public:
    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    /// Construct an empty sound buffer that does not contain
    /// any samples.
    ///
    ////////////////////////////////////////////////////////////
    SoundBuffer() = default;

    ////////////////////////////////////////////////////////////
    /// \brief Copy constructor
    ///
    /// \param copy Instance to copy
    ///
    ////////////////////////////////////////////////////////////
    SoundBuffer(const SoundBuffer& copy);

    ////////////////////////////////////////////////////////////
    /// \brief Construct the sound buffer from a file
    ///
    /// See the documentation of `sf::InputSoundFile` for the list
    /// of supported formats.
    ///
    /// \param filename Path of the sound file to load
    ///
    /// \throws sf::Exception if loading was unsuccessful
    ///
    /// \see `loadFromMemory`, `loadFromStream`, `loadFromSamples`, `saveToFile`
    ///
    ////////////////////////////////////////////////////////////
    explicit SoundBuffer(const std::filesystem::path& filename);

    ////////////////////////////////////////////////////////////
    /// \brief Construct the sound buffer from a file in memory
    ///
    /// See the documentation of `sf::InputSoundFile` for the list
    /// of supported formats.
    ///
    /// \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 `loadFromFile`, `loadFromStream`, `loadFromSamples`
    ///
    ////////////////////////////////////////////////////////////
    SoundBuffer(const void* data, std::size_t sizeInBytes);

    ////////////////////////////////////////////////////////////
    /// \brief Construct the sound buffer from a custom stream
    ///
    /// See the documentation of `sf::InputSoundFile` for the list
    /// of supported formats.
    ///
    /// \param stream Source stream to read from
    ///
    /// \throws sf::Exception if loading was unsuccessful
    ///
    /// \see `loadFromFile`, `loadFromMemory`, `loadFromSamples`
    ///
    ////////////////////////////////////////////////////////////
    explicit SoundBuffer(InputStream& stream);

    ////////////////////////////////////////////////////////////
    /// \brief Construct the sound buffer from an array of audio samples
    ///
    /// The assumed format of the audio samples is 16 bit signed integer.
    ///
    /// \param samples      Pointer to the array of samples in memory
    /// \param sampleCount  Number of samples in the array
    /// \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
    /// \param sampleRate   Sample rate (number of samples to play per second)
    /// \param channelMap   Map of position in sample frame to sound channel
    ///
    /// \throws sf::Exception if loading was unsuccessful
    ///
    /// \see `loadFromFile`, `loadFromMemory`, `saveToFile`
    ///
    ////////////////////////////////////////////////////////////
    SoundBuffer(const std::int16_t*              samples,
                std::uint64_t                    sampleCount,
                unsigned int                     channelCount,
                unsigned int                     sampleRate,
                const std::vector<SoundChannel>& channelMap);

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    ////////////////////////////////////////////////////////////
    ~SoundBuffer();

    ////////////////////////////////////////////////////////////
    /// \brief Load the sound buffer from a file
    ///
    /// See the documentation of `sf::InputSoundFile` for the list
    /// of supported formats.
    ///
    /// \param filename Path of the sound file to load
    ///
    /// \return `true` if loading succeeded, `false` if it failed
    ///
    /// \see `loadFromMemory`, `loadFromStream`, `loadFromSamples`, `saveToFile`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool loadFromFile(const std::filesystem::path& filename);

    ////////////////////////////////////////////////////////////
    /// \brief Load the sound buffer from a file in memory
    ///
    /// See the documentation of `sf::InputSoundFile` for the list
    /// of supported formats.
    ///
    /// \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 `loadFromFile`, `loadFromStream`, `loadFromSamples`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool loadFromMemory(const void* data, std::size_t sizeInBytes);

    ////////////////////////////////////////////////////////////
    /// \brief Load the sound buffer from a custom stream
    ///
    /// See the documentation of `sf::InputSoundFile` for the list
    /// of supported formats.
    ///
    /// \param stream Source stream to read from
    ///
    /// \return `true` if loading succeeded, `false` if it failed
    ///
    /// \see `loadFromFile`, `loadFromMemory`, `loadFromSamples`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool loadFromStream(InputStream& stream);

    ////////////////////////////////////////////////////////////
    /// \brief Load the sound buffer from an array of audio samples
    ///
    /// The assumed format of the audio samples is 16 bit signed integer.
    ///
    /// \param samples      Pointer to the array of samples in memory
    /// \param sampleCount  Number of samples in the array
    /// \param channelCount Number of channels (1 = mono, 2 = stereo, ...)
    /// \param sampleRate   Sample rate (number of samples to play per second)
    /// \param channelMap   Map of position in sample frame to sound channel
    ///
    /// \return `true` if loading succeeded, `false` if it failed
    ///
    /// \see `loadFromFile`, `loadFromMemory`, `saveToFile`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool loadFromSamples(const std::int16_t*              samples,
                                       std::uint64_t                    sampleCount,
                                       unsigned int                     channelCount,
                                       unsigned int                     sampleRate,
                                       const std::vector<SoundChannel>& channelMap);

    ////////////////////////////////////////////////////////////
    /// \brief Save the sound buffer to an audio file
    ///
    /// See the documentation of `sf::OutputSoundFile` for the list
    /// of supported formats.
    ///
    /// \param filename Path of the sound file to write
    ///
    /// \return `true` if saving succeeded, `false` if it failed
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool saveToFile(const std::filesystem::path& filename) const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the array of audio samples stored in the buffer
    ///
    /// The format of the returned samples is 16 bit signed integer.
    /// The total number of samples in this array is given by the
    /// `getSampleCount()` function.
    ///
    /// \return Read-only pointer to the array of sound samples
    ///
    /// \see `getSampleCount`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] const std::int16_t* getSamples() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the number of samples stored in the buffer
    ///
    /// The array of samples can be accessed with the `getSamples()`
    /// function.
    ///
    /// \return Number of samples
    ///
    /// \see `getSamples`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] std::uint64_t getSampleCount() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the sample rate of the sound
    ///
    /// The sample rate is the number of samples played per second.
    /// The higher, the better the quality (for example, 44100
    /// samples/s is CD quality).
    ///
    /// \return Sample rate (number of samples per second)
    ///
    /// \see `getChannelCount`, `getChannelMap`, `getDuration`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] unsigned int getSampleRate() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the number of channels used by the sound
    ///
    /// If the sound is mono then the number of channels will
    /// be 1, 2 for stereo, etc.
    ///
    /// \return Number of channels
    ///
    /// \see `getSampleRate`, `getChannelMap`, `getDuration`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] unsigned int getChannelCount() const;

    ////////////////////////////////////////////////////////////
    /// \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.
    ///
    /// \return Map of position in sample frame to sound channel
    ///
    /// \see `getSampleRate`, `getChannelCount`, `getDuration`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] std::vector<SoundChannel> getChannelMap() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the total duration of the sound
    ///
    /// \return Sound duration
    ///
    /// \see `getSampleRate`, `getChannelCount`, `getChannelMap`
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] Time getDuration() const;

    ////////////////////////////////////////////////////////////
    /// \brief Overload of assignment operator
    ///
    /// \param right Instance to assign
    ///
    /// \return Reference to self
    ///
    ////////////////////////////////////////////////////////////
    SoundBuffer& operator=(const SoundBuffer& right);

private:
    friend class Sound;

    ////////////////////////////////////////////////////////////
    /// \brief Initialize the internal state after loading a new sound
    ///
    /// \param file Sound file providing access to the new loaded sound
    ///
    /// \return `true` on successful initialization, `false` on failure
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool initialize(InputSoundFile& file);

    ////////////////////////////////////////////////////////////
    /// \brief Update the internal buffer with the cached audio samples
    ///
    /// \param channelCount Number of channels
    /// \param sampleRate   Sample rate (number of samples per second)
    /// \param channelMap   Map of position in sample frame to sound channel
    ///
    /// \return `true` on success, `false` if any error happened
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool update(unsigned int channelCount, unsigned int sampleRate, const std::vector<SoundChannel>& channelMap);

    ////////////////////////////////////////////////////////////
    /// \brief Add a sound to the list of sounds that use this buffer
    ///
    /// \param sound Sound instance to attach
    ///
    ////////////////////////////////////////////////////////////
    void attachSound(Sound* sound) const;

    ////////////////////////////////////////////////////////////
    /// \brief Remove a sound from the list of sounds that use this buffer
    ///
    /// \param sound Sound instance to detach
    ///
    ////////////////////////////////////////////////////////////
    void detachSound(Sound* sound) const;

    ////////////////////////////////////////////////////////////
    // Types
    ////////////////////////////////////////////////////////////
    using SoundList = std::unordered_set<Sound*>; //!< Set of unique sound instances

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    std::vector<std::int16_t> m_samples;                        //!< Samples buffer
    unsigned int              m_sampleRate{44100};              //!< Number of samples per second
    std::vector<SoundChannel> m_channelMap{SoundChannel::Mono}; //!< The map of position in sample frame to sound channel
    Time              m_duration;                               //!< Sound duration
    mutable SoundList m_sounds;                                 //!< List of sounds that are using this buffer
};

} // namespace sf


////////////////////////////////////////////////////////////
/// \class sf::SoundBuffer
/// \ingroup audio
///
/// A sound buffer holds the data of a sound, which is
/// an array of audio samples. A sample is a 16 bit signed integer
/// that defines the amplitude of the sound at a given time.
/// The sound is then reconstituted by playing these samples at
/// a high rate (for example, 44100 samples per second is the
/// standard rate used for playing CDs). In short, audio samples
/// are like texture pixels, and a `sf::SoundBuffer` is similar to
/// a `sf::Texture`.
///
/// A sound buffer can be loaded from a file, from memory, from
/// a custom stream (see `sf::InputStream`) or directly from an array
/// of samples. It can also be saved back to a file.
///
/// Sound buffers alone are not very useful: they hold the audio data
/// but cannot be played. To do so, you need to use the `sf::Sound` class,
/// which provides functions to play/pause/stop the sound as well as
/// changing the way it is outputted (volume, pitch, 3D position, ...).
/// This separation allows more flexibility and better performances:
/// indeed a `sf::SoundBuffer` is a heavy resource, and any operation on it
/// is slow (often too slow for real-time applications). On the other
/// side, a `sf::Sound` is a lightweight object, which can use the audio data
/// of a sound buffer and change the way it is played without actually
/// modifying that data. Note that it is also possible to bind
/// several `sf::Sound` instances to the same `sf::SoundBuffer`.
///
/// It is important to note that the `sf::Sound` instance doesn't
/// copy the buffer that it uses, it only keeps a reference to it.
/// Thus, a `sf::SoundBuffer` must not be destructed while it is
/// used by a `sf::Sound` (i.e. never write a function that
/// uses a local `sf::SoundBuffer` instance for loading a sound).
///
/// When loading sound samples from an array, a channel map needs to be
/// provided, which specifies the mapping of the position in the sample frame
/// to the sound channel. For example when you have six samples in a frame and
/// a 5.1 sound system, the channel map defines how each of those samples map
/// to which speaker channel.
///
/// Usage example:
/// \code
/// // Load a new sound buffer from a file
/// const sf::SoundBuffer buffer("sound.wav");
///
/// // Create a sound source bound to the buffer
/// sf::Sound sound1(buffer);
///
/// // Play the sound
/// sound1.play();
///
/// // Create another sound source bound to the same buffer
/// sf::Sound sound2(buffer);
///
/// // Play it with a higher pitch -- the first sound remains unchanged
/// sound2.setPitch(2);
/// sound2.play();
///
/// // Load samples with a channel map
/// auto samples = std::vector<std::int16_t>();
/// // ...
/// auto channelMap = std::vector<sf::SoundChannel>{
///     sf::SoundChannel::FrontLeft,
///     sf::SoundChannel::FrontCenter,
///     sf::SoundChannel::FrontRight,
///     sf::SoundChannel::BackRight,
///     sf::SoundChannel::BackLeft,
///     sf::SoundChannel::LowFrequencyEffects
/// };
/// auto soundBuffer = sf::SoundBuffer(samples.data(), samples.size(), channelMap.size(), 44100, channelMap);
/// auto sound = sf::Sound(soundBuffer);
/// \endcode
///
/// \see `sf::Sound`, `sf::SoundBufferRecorder`
///
////////////////////////////////////////////////////////////