Documentation de SFML 2.6.2

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Streamed music played from an audio file. More...

#include <SFML/Audio/Music.hpp>

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

Classes

struct  Span
 Structure defining a time range using the template type. More...
 

Public Types

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

Public Member Functions

 Music ()
 Default constructor.
 
 ~Music ()
 Destructor.
 
bool openFromFile (const std::string &filename)
 Open a music from an audio file.
 
bool openFromMemory (const void *data, std::size_t sizeInBytes)
 Open a music from an audio file in memory.
 
bool openFromStream (InputStream &stream)
 Open a music from an audio file in a custom stream.
 
Time getDuration () const
 Get the total duration of the music.
 
TimeSpan getLoopPoints () const
 Get the positions of the of the sound's looping sequence.
 
void setLoopPoints (TimeSpan timePoints)
 Sets the beginning and duration of the sound's looping sequence using sf::Time.
 
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 Types

enum  { NoLoop = -1 }
 

Protected Member Functions

virtual bool onGetData (Chunk &data)
 Request a new chunk of audio samples from the stream source.
 
virtual void onSeek (Time timeOffset)
 Change the current playing position in the stream source.
 
virtual Int64 onLoop ()
 Change the current playing position in the stream source to the loop offset.
 
void initialize (unsigned int channelCount, unsigned int sampleRate)
 Define the audio stream parameters.
 
void setProcessingInterval (Time interval)
 Set the processing interval.
 

Protected Attributes

unsigned int m_source
 OpenAL source identifier.
 

Detailed Description

Streamed music played from an audio file.

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:

// Declare a new music
sf::Music music;
// Open it from an audio file
if (!music.openFromFile("music.ogg"))
{
// error...
}
// 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.setLoop(true); // make it loop
// Play it
music.play();
Streamed music played from an audio file.
Definition Music.hpp:49
bool openFromFile(const std::string &filename)
Open a music from an audio file.
void setPosition(float x, float y, float z)
Set the 3D position of the sound in the audio scene.
void setVolume(float volume)
Set the volume of the sound.
void setPitch(float pitch)
Set the pitch of the sound.
void setLoop(bool loop)
Set whether or not the stream should loop after reaching the end.
void play()
Start or resume playing the audio stream.
See also
sf::Sound, sf::SoundStream

Definition at line 48 of file Music.hpp.

Member Typedef Documentation

◆ TimeSpan

Definition at line 87 of file Music.hpp.

Member Enumeration Documentation

◆ anonymous enum

anonymous enum
protectedinherited
Enumerator
NoLoop 

"Invalid" endSeeks value, telling us to continue uninterrupted

Definition at line 183 of file SoundStream.hpp.

◆ Status

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 50 of file SoundSource.hpp.

Constructor & Destructor Documentation

◆ Music()

sf::Music::Music ( )

Default constructor.

◆ ~Music()

sf::Music::~Music ( )

Destructor.

Member Function Documentation

◆ getAttenuation()

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

Get the attenuation factor of the sound.

Returns
Attenuation factor of the sound
See also
setAttenuation, getMinDistance

◆ getChannelCount()

unsigned int sf::SoundStream::getChannelCount ( ) const
inherited

Return the number of channels of the stream.

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

Returns
Number of channels

◆ getDuration()

Time sf::Music::getDuration ( ) const

Get the total duration of the music.

Returns
Music duration

◆ getLoop()

bool sf::SoundStream::getLoop ( ) const
inherited

Tell whether or not the stream is in loop mode.

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

◆ getLoopPoints()

TimeSpan sf::Music::getLoopPoints ( ) const

Get the positions of the of the sound's looping sequence.

Returns
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 also
setLoopPoints

◆ getMinDistance()

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

Get the minimum distance of the sound.

Returns
Minimum distance of the sound
See also
setMinDistance, getAttenuation

◆ getPitch()

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

Get the pitch of the sound.

Returns
Pitch of the sound
See also
setPitch

◆ getPlayingOffset()

Time sf::SoundStream::getPlayingOffset ( ) const
inherited

Get the current playing position of the stream.

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

◆ getPosition()

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

◆ getSampleRate()

unsigned int sf::SoundStream::getSampleRate ( ) const
inherited

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

◆ getStatus()

Status sf::SoundStream::getStatus ( ) const
virtualinherited

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

Returns
Current status

Reimplemented from sf::SoundSource.

◆ getVolume()

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

◆ initialize()

void sf::SoundStream::initialize ( unsigned int channelCount,
unsigned int sampleRate )
protectedinherited

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

◆ isRelativeToListener()

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

◆ onGetData()

virtual bool sf::Music::onGetData ( Chunk & data)
protectedvirtual

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.

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

Implements sf::SoundStream.

◆ onLoop()

virtual Int64 sf::Music::onLoop ( )
protectedvirtual

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.

Returns
The seek position after looping (or -1 if there's no loop)

Reimplemented from sf::SoundStream.

◆ onSeek()

virtual void sf::Music::onSeek ( Time timeOffset)
protectedvirtual

Change the current playing position in the stream source.

Parameters
timeOffsetNew playing position, from the beginning of the music

Implements sf::SoundStream.

◆ openFromFile()

bool sf::Music::openFromFile ( const std::string & filename)

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.
Parameters
filenamePath of the music file to open
Returns
True if loading succeeded, false if it failed
See also
openFromMemory, openFromStream

◆ openFromMemory()

bool sf::Music::openFromMemory ( const void * data,
std::size_t sizeInBytes )

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.
Parameters
dataPointer to the file data in memory
sizeInBytesSize of the data to load, in bytes
Returns
True if loading succeeded, false if it failed
See also
openFromFile, openFromStream

◆ openFromStream()

bool sf::Music::openFromStream ( InputStream & stream)

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.
Parameters
streamSource stream to read from
Returns
True if loading succeeded, false if it failed
See also
openFromFile, openFromMemory

◆ pause()

void sf::SoundStream::pause ( )
virtualinherited

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

Implements sf::SoundSource.

◆ play()

void sf::SoundStream::play ( )
virtualinherited

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 the beginning if it was 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

Implements sf::SoundSource.

◆ setAttenuation()

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

◆ setLoop()

void sf::SoundStream::setLoop ( bool loop)
inherited

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

◆ setLoopPoints()

void sf::Music::setLoopPoints ( TimeSpan timePoints)

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.
Parameters
timePointsThe definition of the loop. Can be any time points within the sound's length
See also
getLoopPoints

◆ setMinDistance()

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

◆ setPitch()

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

◆ setPlayingOffset()

void sf::SoundStream::setPlayingOffset ( Time timeOffset)
inherited

Change the current playing position of the stream.

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

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

◆ setPosition() [1/2]

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

◆ setPosition() [2/2]

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

◆ setProcessingInterval()

void sf::SoundStream::setProcessingInterval ( Time interval)
protectedinherited

Set the processing interval.

The processing interval controls the period at which the audio buffers are filled by calls to onGetData. A smaller interval may be useful for low-latency streams. Note that the given period is only a hint and the actual period may vary. The default processing interval is 10 ms.

Parameters
intervalProcessing interval

◆ setRelativeToListener()

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 of 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

◆ setVolume()

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

◆ stop()

void sf::SoundStream::stop ( )
virtualinherited

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

Implements sf::SoundSource.

Member Data Documentation

◆ m_source

unsigned int sf::SoundSource::m_source
protectedinherited

OpenAL source identifier.

Definition at line 309 of file SoundSource.hpp.


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