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sf::Sound Class Reference

Regular sound that can be played in the audio environment. More...

#include <Sound.hpp>

+ Inheritance diagram for sf::Sound:
+ Collaboration diagram for sf::Sound:

Public Member Functions

 Sound ()
 Default constructor. More...
 
 Sound (const SoundBuffer &buffer)
 Construct the sound with a buffer. More...
 
 Sound (const Sound &copy)
 Copy constructor. More...
 
 ~Sound ()
 Destructor. More...
 
void play ()
 Start or resume playing the sound. More...
 
void pause ()
 Pause the sound. More...
 
void stop ()
 stop playing the sound More...
 
void setBuffer (const SoundBuffer &buffer)
 Set the source buffer containing the audio data to play. More...
 
void setLoop (bool loop)
 Set whether or not the sound should loop after reaching the end. More...
 
void setPlayingOffset (Time timeOffset)
 Change the current playing position of the sound. More...
 
const SoundBuffergetBuffer () const
 Get the audio buffer attached to the sound. More...
 
bool getLoop () const
 Tell whether or not the sound is in loop mode. More...
 
Time getPlayingOffset () const
 Get the current playing position of the sound. More...
 
Status getStatus () const
 Get the current status of the sound (stopped, paused, playing) More...
 
Soundoperator= (const Sound &right)
 Overload of assignment operator. More...
 
void resetBuffer ()
 Reset the internal buffer of the sound. More...
 
- Public Member Functions inherited from sf::SoundSource
 SoundSource (const SoundSource &copy)
 Copy constructor. More...
 
virtual ~SoundSource ()
 Destructor. More...
 
void setPitch (float pitch)
 Set the pitch of the sound. More...
 
void setVolume (float volume)
 Set the volume of the sound. More...
 
void setPosition (float x, float y, float z)
 Set the 3D position of the sound in the audio scene. More...
 
void setPosition (const Vector3f &position)
 Set the 3D position of the sound in the audio scene. More...
 
void setRelativeToListener (bool relative)
 Make the sound's position relative to the listener or absolute. More...
 
void setMinDistance (float distance)
 Set the minimum distance of the sound. More...
 
void setAttenuation (float attenuation)
 Set the attenuation factor of the sound. More...
 
float getPitch () const
 Get the pitch of the sound. More...
 
float getVolume () const
 Get the volume of the sound. More...
 
Vector3f getPosition () const
 Get the 3D position of the sound in the audio scene. More...
 
bool isRelativeToListener () const
 Tell whether the sound's position is relative to the listener or is absolute. More...
 
float getMinDistance () const
 Get the minimum distance of the sound. More...
 
float getAttenuation () const
 Get the attenuation factor of the sound. More...
 
SoundSourceoperator= (const SoundSource &right)
 Overload of assignment operator. More...
 
virtual void play ()=0
 Start or resume playing the sound source. More...
 
virtual void pause ()=0
 Pause the sound source. More...
 
virtual void stop ()=0
 Stop playing the sound source. More...
 
virtual Status getStatus () const
 Get the current status of the sound (stopped, paused, playing) More...
 

Additional Inherited Members

- Public Types inherited from sf::SoundSource
enum  Status { Stopped , Paused , Playing }
 Enumeration of the sound source states. More...
 
- Protected Member Functions inherited from sf::SoundSource
 SoundSource ()
 Default constructor. More...
 
- Protected Attributes inherited from sf::SoundSource
unsigned int m_source
 OpenAL source identifier. More...
 

Detailed Description

Regular sound that can be played in the audio environment.

sf::Sound is the class to use to play sounds.

It provides:

  • Control (play, pause, stop)
  • Ability to modify output parameters in real-time (pitch, volume, ...)
  • 3D spatial features (position, attenuation, ...).

sf::Sound is perfect for playing short sounds that can fit in memory and require no latency, like foot steps or gun shots. For longer sounds, like background musics or long speeches, rather see sf::Music (which is based on streaming).

In order to work, a sound must be given a buffer of audio data to play. Audio data (samples) is stored in sf::SoundBuffer, and attached to a sound with the setBuffer() function. The buffer object attached to a sound must remain alive as long as the sound uses it. Note that multiple sounds can use the same sound buffer at the same time.

Usage example:

buffer.loadFromFile("sound.wav");
sf::Sound sound;
sound.setBuffer(buffer);
sound.play();
Storage for audio samples defining a sound.
Definition: SoundBuffer.hpp:50
bool loadFromFile(const std::string &filename)
Load the sound buffer from a file.
Regular sound that can be played in the audio environment.
Definition: Sound.hpp:46
void play()
Start or resume playing the sound.
void setBuffer(const SoundBuffer &buffer)
Set the source buffer containing the audio data to play.
See also
sf::SoundBuffer, sf::Music

Definition at line 45 of file Sound.hpp.

Constructor & Destructor Documentation

◆ Sound() [1/3]

sf::Sound::Sound ( )

Default constructor.

◆ Sound() [2/3]

sf::Sound::Sound ( const SoundBuffer buffer)
explicit

Construct the sound with a buffer.

Parameters
bufferSound buffer containing the audio data to play with the sound

◆ Sound() [3/3]

sf::Sound::Sound ( const Sound copy)

Copy constructor.

Parameters
copyInstance to copy

◆ ~Sound()

sf::Sound::~Sound ( )

Destructor.

Member Function Documentation

◆ getBuffer()

const SoundBuffer * sf::Sound::getBuffer ( ) const

Get the audio buffer attached to the sound.

Returns
Sound buffer attached to the sound (can be NULL)

◆ getLoop()

bool sf::Sound::getLoop ( ) const

Tell whether or not the sound is in loop mode.

Returns
True if the sound is looping, false otherwise
See also
setLoop

◆ getPlayingOffset()

Time sf::Sound::getPlayingOffset ( ) const

Get the current playing position of the sound.

Returns
Current playing position, from the beginning of the sound
See also
setPlayingOffset

◆ getStatus()

Status sf::Sound::getStatus ( ) const
virtual

Get the current status of the sound (stopped, paused, playing)

Returns
Current status of the sound

Reimplemented from sf::SoundSource.

◆ operator=()

Sound & sf::Sound::operator= ( const Sound right)

Overload of assignment operator.

Parameters
rightInstance to assign
Returns
Reference to self

◆ pause()

void sf::Sound::pause ( )
virtual

Pause the sound.

This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.

See also
play, stop

Implements sf::SoundSource.

◆ play()

void sf::Sound::play ( )
virtual

Start or resume playing the sound.

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 sound is played.

See also
pause, stop

Implements sf::SoundSource.

◆ resetBuffer()

void sf::Sound::resetBuffer ( )

Reset the internal buffer of the sound.

This function is for internal use only, you don't have to use it. It is called by the sf::SoundBuffer that this sound uses, when it is destroyed in order to prevent the sound from using a dead buffer.

◆ setBuffer()

void sf::Sound::setBuffer ( const SoundBuffer buffer)

Set the source buffer containing the audio data to play.

It is important to note that the sound buffer is not copied, thus the sf::SoundBuffer instance must remain alive as long as it is attached to the sound.

Parameters
bufferSound buffer to attach to the sound
See also
getBuffer

◆ setLoop()

void sf::Sound::setLoop ( bool  loop)

Set whether or not the sound should loop after reaching the end.

If set, the sound will restart from beginning after reaching the end and so on, until it is stopped or setLoop(false) is called. The default looping state for sound is false.

Parameters
loopTrue to play in loop, false to play once
See also
getLoop

◆ setPlayingOffset()

void sf::Sound::setPlayingOffset ( Time  timeOffset)

Change the current playing position of the sound.

The playing position can be changed when the sound is either paused or playing. Changing the playing position when the sound is stopped has no effect, since playing the sound will reset its position.

Parameters
timeOffsetNew playing position, from the beginning of the sound
See also
getPlayingOffset

◆ stop()

void sf::Sound::stop ( )
virtual

stop playing the sound

This function stops the sound if it was playing or paused, and does nothing if it was already stopped. It also resets the playing position (unlike pause()).

See also
play, pause

Implements sf::SoundSource.


The documentation for this class was generated from the following file: