Documentation de SFML 2.1

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sf::SoundStream Class Referenceabstract

Abstract base class for streamed audio sources. More...

#include <SoundStream.hpp>

Inheritance diagram for sf::SoundStream:
sf::SoundSource sf::Music

Classes

struct  Chunk
 Structure defining a chunk of audio data to stream. More...
 

Public Types

enum  Status {
  Stopped,
  Paused,
  Playing
}
 Enumeration of the sound source states. More...
 

Public Member Functions

virtual ~SoundStream ()
 Destructor.
 
void play ()
 Start or resume playing the audio stream.
 
void pause ()
 Pause the audio stream.
 
void stop ()
 Stop playing the audio stream.
 
unsigned int getChannelCount () const
 Return the number of channels of the stream.
 
unsigned int getSampleRate () const
 Get the stream sample rate of the stream.
 
Status getStatus () const
 Get the current status of the stream (stopped, paused, playing)
 
void setPlayingOffset (Time timeOffset)
 Change the current playing position of the stream.
 
Time getPlayingOffset () const
 Get the current playing position of the stream.
 
void setLoop (bool loop)
 Set whether or not the stream should loop after reaching the end.
 
bool getLoop () const
 Tell whether or not the stream is in loop mode.
 
void setPitch (float pitch)
 Set the pitch of the sound.
 
void setVolume (float volume)
 Set the volume of the sound.
 
void setPosition (float x, float y, float z)
 Set the 3D position of the sound in the audio scene.
 
void setPosition (const Vector3f &position)
 Set the 3D position of the sound in the audio scene.
 
void setRelativeToListener (bool relative)
 Make the sound's position relative to the listener or absolute.
 
void setMinDistance (float distance)
 Set the minimum distance of the sound.
 
void setAttenuation (float attenuation)
 Set the attenuation factor of the sound.
 
float getPitch () const
 Get the pitch of the sound.
 
float getVolume () const
 Get the volume of the sound.
 
Vector3f getPosition () const
 Get the 3D position of the sound in the audio scene.
 
bool isRelativeToListener () const
 Tell whether the sound's position is relative to the listener or is absolute.
 
float getMinDistance () const
 Get the minimum distance of the sound.
 
float getAttenuation () const
 Get the attenuation factor of the sound.
 

Protected Member Functions

 SoundStream ()
 Default constructor.
 
void initialize (unsigned int channelCount, unsigned int sampleRate)
 Define the audio stream parameters.
 
virtual bool onGetData (Chunk &data)=0
 Request a new chunk of audio samples from the stream source.
 
virtual void onSeek (Time timeOffset)=0
 Change the current playing position in the stream source.
 

Protected Attributes

unsigned int m_source
 OpenAL source identifier.
 

Detailed Description

Abstract base class for streamed audio sources.

Unlike audio buffers (see sf::SoundBuffer), audio streams are never completely loaded in memory.

Instead, the audio data is acquired continuously while the stream is playing. This behaviour allows to play a sound with no loading delay, and keeps the memory consumption very low.

Sound sources that need to be streamed are usually big files (compressed audio musics that would eat hundreds of MB in memory) or files that would take a lot of time to be received (sounds played over the network).

sf::SoundStream is a base class that doesn't care about the stream source, which is left to the derived class. SFML provides a built-in specialization for big files (see sf::Music). No network stream source is provided, but you can write your own by combining this class with the network module.

A derived class has to override two virtual functions:

  • onGetData fills a new chunk of audio data to be played
  • onSeek changes the current playing position in the source

It is important to note that each SoundStream is played in its own separate thread, so that the streaming loop doesn't block the rest of the program. In particular, the OnGetData and OnSeek virtual functions may sometimes be called from this separate thread. It is important to keep this in mind, because you may have to take care of synchronization issues if you share data between threads.

Usage example:

class CustomStream : public sf::SoundStream
{
public :
bool open(const std::string& location)
{
// Open the source and get audio settings
...
unsigned int channelCount = ...;
unsigned int sampleRate = ...;
// Initialize the stream -- important!
initialize(channelCount, sampleRate);
}
private :
virtual bool onGetData(Chunk& data)
{
// Fill the chunk with audio data from the stream source
data.samples = ...;
data.sampleCount = ...;
// Return true to continue playing
return true;
}
virtual void onSeek(Uint32 timeOffset)
{
// Change the current position in the stream source
...
}
}
// Usage
CustomStream stream;
stream.open("path/to/stream");
stream.play();
See Also
sf::Music

Definition at line 44 of file SoundStream.hpp.

Member Enumeration Documentation

enum sf::SoundSource::Status
inherited

Enumeration of the sound source states.

Enumerator:
Stopped 

Sound is not playing.

Paused 

Sound is paused.

Playing 

Sound is playing.

Definition at line 49 of file SoundSource.hpp.

Constructor & Destructor Documentation

virtual sf::SoundStream::~SoundStream ( )
virtual

Destructor.

sf::SoundStream::SoundStream ( )
protected

Default constructor.

This constructor is only meant to be called by derived classes.

Member Function Documentation

float sf::SoundSource::getAttenuation ( ) const
inherited

Get the attenuation factor of the sound.

Returns
Attenuation factor of the sound
See Also
setAttenuation, getMinDistance
unsigned int sf::SoundStream::getChannelCount ( ) const

Return the number of channels of the stream.

1 channel means a mono sound, 2 means stereo, etc.

Returns
Number of channels
bool sf::SoundStream::getLoop ( ) const

Tell whether or not the stream is in loop mode.

Returns
True if the stream is looping, false otherwise
See Also
setLoop
float sf::SoundSource::getMinDistance ( ) const
inherited

Get the minimum distance of the sound.

Returns
Minimum distance of the sound
See Also
setMinDistance, getAttenuation
float sf::SoundSource::getPitch ( ) const
inherited

Get the pitch of the sound.

Returns
Pitch of the sound
See Also
setPitch
Time sf::SoundStream::getPlayingOffset ( ) const

Get the current playing position of the stream.

Returns
Current playing position, from the beginning of the stream
See Also
setPlayingOffset
Vector3f sf::SoundSource::getPosition ( ) const
inherited

Get the 3D position of the sound in the audio scene.

Returns
Position of the sound
See Also
setPosition
unsigned int sf::SoundStream::getSampleRate ( ) const

Get the stream sample rate of the stream.

The sample rate is the number of audio samples played per second. The higher, the better the quality.

Returns
Sample rate, in number of samples per second
Status sf::SoundStream::getStatus ( ) const

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

Returns
Current status
float sf::SoundSource::getVolume ( ) const
inherited

Get the volume of the sound.

Returns
Volume of the sound, in the range [0, 100]
See Also
setVolume
void sf::SoundStream::initialize ( unsigned int  channelCount,
unsigned int  sampleRate 
)
protected

Define the audio stream parameters.

This function must be called by derived classes as soon as they know the audio settings of the stream to play. Any attempt to manipulate the stream (play(), ...) before calling this function will fail. It can be called multiple times if the settings of the audio stream change, but only when the stream is stopped.

Parameters
channelCountNumber of channels of the stream
sampleRateSample rate, in samples per second
bool sf::SoundSource::isRelativeToListener ( ) const
inherited

Tell whether the sound's position is relative to the listener or is absolute.

Returns
True if the position is relative, false if it's absolute
See Also
setRelativeToListener
virtual bool sf::SoundStream::onGetData ( Chunk data)
protectedpure virtual

Request a new chunk of audio samples from the stream source.

This function must be overriden by derived classes to provide the audio samples to play. It is called continuously by the streaming loop, in a separate thread. The source can choose to stop the streaming loop at any time, by returning false to the caller.

Parameters
dataChunk of data to fill
Returns
True to continue playback, false to stop

Implemented in sf::Music.

virtual void sf::SoundStream::onSeek ( Time  timeOffset)
protectedpure virtual

Change the current playing position in the stream source.

This function must be overriden by derived classes to allow random seeking into the stream source.

Parameters
timeOffsetNew playing position, relative to the beginning of the stream

Implemented in sf::Music.

void sf::SoundStream::pause ( )

Pause the audio stream.

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

See Also
play, stop
void sf::SoundStream::play ( )

Start or resume playing the audio stream.

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 stream is played.

See Also
pause, stop
void sf::SoundSource::setAttenuation ( float  attenuation)
inherited

Set the attenuation factor of the sound.

The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.

Parameters
attenuationNew attenuation factor of the sound
See Also
getAttenuation, setMinDistance
void sf::SoundStream::setLoop ( bool  loop)

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

If set, the stream 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 streams is false.

Parameters
loopTrue to play in loop, false to play once
See Also
getLoop
void sf::SoundSource::setMinDistance ( float  distance)
inherited

Set the minimum distance of the sound.

The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.

Parameters
distanceNew minimum distance of the sound
See Also
getMinDistance, setAttenuation
void sf::SoundSource::setPitch ( float  pitch)
inherited

Set the pitch of the sound.

The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The default value for the pitch is 1.

Parameters
pitchNew pitch to apply to the sound
See Also
getPitch
void sf::SoundStream::setPlayingOffset ( Time  timeOffset)

Change the current playing position of the stream.

The playing position can be changed when the stream is either paused or playing.

Parameters
timeOffsetNew playing position, from the beginning of the stream
See Also
getPlayingOffset
void sf::SoundSource::setPosition ( float  x,
float  y,
float  z 
)
inherited

Set the 3D position of the sound in the audio scene.

Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).

Parameters
xX coordinate of the position of the sound in the scene
yY coordinate of the position of the sound in the scene
zZ coordinate of the position of the sound in the scene
See Also
getPosition
void sf::SoundSource::setPosition ( const Vector3f position)
inherited

Set the 3D position of the sound in the audio scene.

Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).

Parameters
positionPosition of the sound in the scene
See Also
getPosition
void sf::SoundSource::setRelativeToListener ( bool  relative)
inherited

Make the sound's position relative to the listener or absolute.

Making a sound relative to the listener will ensure that it will always be played the same way regardless the position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).

Parameters
relativeTrue to set the position relative, false to set it absolute
See Also
isRelativeToListener
void sf::SoundSource::setVolume ( float  volume)
inherited

Set the volume of the sound.

The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.

Parameters
volumeVolume of the sound
See Also
getVolume
void sf::SoundStream::stop ( )

Stop playing the audio stream.

This function stops the stream 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

Member Data Documentation

unsigned int sf::SoundSource::m_source
protectedinherited

OpenAL source identifier.

Definition at line 263 of file SoundSource.hpp.


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