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Onsens
1.0
This is C++ game about bitwise logic.
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Regular sound that can be played in the audio environment. More...
#include <Sound.hpp>
Public Member Functions | |
Sound () | |
Default constructor. More... | |
Sound (const SoundBuffer &buffer) | |
Construct the sound with a buffer. More... | |
Sound (const Sound ©) | |
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 SoundBuffer * | getBuffer () 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... | |
Sound & | operator= (const Sound &right) |
Overload of assignment operator. More... | |
void | resetBuffer () |
Reset the internal buffer of the sound. More... | |
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SoundSource (const SoundSource ©) | |
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... | |
SoundSource & | operator= (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 | |
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enum | Status { Stopped , Paused , Playing } |
Enumeration of the sound source states. More... | |
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SoundSource () | |
Default constructor. More... | |
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unsigned int | m_source |
OpenAL source identifier. More... | |
Regular sound that can be played in the audio environment.
sf::Sound is the class to use to play sounds.
It provides:
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:
sf::Sound::Sound | ( | ) |
Default constructor.
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explicit |
Construct the sound with a buffer.
buffer | Sound buffer containing the audio data to play with the sound |
sf::Sound::Sound | ( | const Sound & | copy | ) |
Copy constructor.
copy | Instance to copy |
sf::Sound::~Sound | ( | ) |
Destructor.
const SoundBuffer * sf::Sound::getBuffer | ( | ) | const |
Get the audio buffer attached to the sound.
bool sf::Sound::getLoop | ( | ) | const |
Tell whether or not the sound is in loop mode.
Time sf::Sound::getPlayingOffset | ( | ) | const |
Get the current playing position of the sound.
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virtual |
Get the current status of the sound (stopped, paused, playing)
Reimplemented from sf::SoundSource.
Overload of assignment operator.
right | Instance to assign |
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virtual |
Pause the sound.
This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
Implements sf::SoundSource.
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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.
Implements sf::SoundSource.
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.
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.
buffer | Sound buffer to attach to the sound |
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.
loop | True to play in loop, false to play once |
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.
timeOffset | New playing position, from the beginning of the sound |
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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()).
Implements sf::SoundSource.