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

#include <SFML/Audio/Sound.hpp>

Inheritance diagram for sf::Sound:
sf::SoundSource sf::AudioResource

Public Types

enum class  Status { Stopped , Paused , Playing }
 Enumeration of the sound source states. More...
 
using EffectProcessor
 Callable that is provided with sound data for processing.
 

Public Member Functions

 Sound (const SoundBuffer &buffer)
 Construct the sound with a buffer.
 
 Sound (const SoundBuffer &&buffer)=delete
 Disallow construction from a temporary sound buffer.
 
 Sound (const Sound &copy)
 Copy constructor.
 
 ~Sound () override
 Destructor.
 
void play () override
 Start or resume playing the sound.
 
void pause () override
 Pause the sound.
 
void stop () override
 stop playing the sound
 
void setBuffer (const SoundBuffer &buffer)
 Set the source buffer containing the audio data to play.
 
void setBuffer (const SoundBuffer &&buffer)=delete
 Disallow setting from a temporary sound buffer.
 
void setLooping (bool loop)
 Set whether or not the sound should loop after reaching the end.
 
void setPlayingOffset (Time timeOffset)
 Change the current playing position of the sound.
 
void setEffectProcessor (EffectProcessor effectProcessor) override
 Set the effect processor to be applied to the sound.
 
const SoundBuffergetBuffer () const
 Get the audio buffer attached to the sound.
 
bool isLooping () const
 Tell whether or not the sound is in loop mode.
 
Time getPlayingOffset () const
 Get the current playing position of the sound.
 
Status getStatus () const override
 Get the current status of the sound (stopped, paused, playing)
 
Soundoperator= (const Sound &right)
 Overload of assignment operator.
 
void setPitch (float pitch)
 Set the pitch of the sound.
 
void setPan (float pan)
 Set the pan of the sound.
 
void setVolume (float volume)
 Set the volume of the sound.
 
void setSpatializationEnabled (bool enabled)
 Set whether spatialization of the sound is enabled.
 
void setPosition (const Vector3f &position)
 Set the 3D position of the sound in the audio scene.
 
void setDirection (const Vector3f &direction)
 Set the 3D direction of the sound in the audio scene.
 
void setCone (const Cone &cone)
 Set the cone properties of the sound in the audio scene.
 
void setVelocity (const Vector3f &velocity)
 Set the 3D velocity of the sound in the audio scene.
 
void setDopplerFactor (float factor)
 Set the doppler factor of the sound.
 
void setDirectionalAttenuationFactor (float factor)
 Set the directional attenuation factor of the sound.
 
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 setMaxDistance (float distance)
 Set the maximum distance of the sound.
 
void setMinGain (float gain)
 Set the minimum gain of the sound.
 
void setMaxGain (float gain)
 Set the maximum gain of the sound.
 
void setAttenuation (float attenuation)
 Set the attenuation factor of the sound.
 
float getPitch () const
 Get the pitch of the sound.
 
float getPan () const
 Get the pan of the sound.
 
float getVolume () const
 Get the volume of the sound.
 
bool isSpatializationEnabled () const
 Tell whether spatialization of the sound is enabled.
 
Vector3f getPosition () const
 Get the 3D position of the sound in the audio scene.
 
Vector3f getDirection () const
 Get the 3D direction of the sound in the audio scene.
 
Cone getCone () const
 Get the cone properties of the sound in the audio scene.
 
Vector3f getVelocity () const
 Get the 3D velocity of the sound in the audio scene.
 
float getDopplerFactor () const
 Get the doppler factor of the sound.
 
float getDirectionalAttenuationFactor () const
 Get the directional attenuation factor of the sound.
 
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 getMaxDistance () const
 Get the maximum distance of the sound.
 
float getMinGain () const
 Get the minimum gain of the sound.
 
float getMaxGain () const
 Get the maximum gain of the sound.
 
float getAttenuation () const
 Get the attenuation factor of the sound.
 

Friends

class SoundBuffer
 

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 when it is created or 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:

const sf::SoundBuffer buffer("sound.wav");
sf::Sound sound(buffer);
sound.play();
Storage for audio samples defining a sound.
Regular sound that can be played in the audio environment.
Definition Sound.hpp:48
See also
sf::SoundBuffer, sf::Music

Definition at line 47 of file Sound.hpp.

Member Typedef Documentation

◆ EffectProcessor

Initial value:
std::function<
void(const float* inputFrames, unsigned int& inputFrameCount, float* outputFrames, unsigned int& outputFrameCount, unsigned int frameChannelCount)>

Callable that is provided with sound data for processing.

When the audio engine sources sound data from sound sources it will pass the data through an effects processor if one is set. The sound data will already be converted to the internal floating point format.

Sound data that is processed this way is provided in frames. Each frame contains 1 floating point sample per channel. If e.g. the data source provides stereo data, each frame will contain 2 floats.

The effects processor function takes 4 parameters:

  • The input data frames, channels interleaved
  • The number of input data frames available
  • The buffer to write output data frames to, channels interleaved
  • The number of output data frames that the output buffer can hold
  • The channel count

The input and output frame counts are in/out parameters.

When this function is called, the input count will contain the number of frames available in the input buffer. The output count will contain the size of the output buffer i.e. the maximum number of frames that can be written to the output buffer.

Attempting to read more frames than the input frame count or write more frames than the output frame count will result in undefined behaviour.

It is important to note that the channel count of the audio engine currently sourcing data from this sound will always be provided in frameChannelCount. This can be different from the channel count of the sound source so make sure to size necessary processing buffers according to the engine channel count and not the sound source channel count.

When done processing the frames, the input and output frame counts must be updated to reflect the actual number of frames that were read from the input and written to the output.

The processing function should always try to process as much sound data as possible i.e. always try to fill the output buffer to the maximum. In certain situations for specific effects it can be possible that the input frame count and output frame count aren't equal. As long as the frame counts are updated accordingly this is perfectly valid.

If the audio engine determines that no audio data is available from the data source, the input data frames pointer is set to nullptr and the input frame count is set to 0. In this case it is up to the function to decide how to handle the situation. For specific effects e.g. Echo/Delay buffered data might still be able to be written to the output buffer even if there is no longer any input data.

An important thing to remember is that this function is directly called by the audio engine. Because the audio engine runs on an internal thread of its own, make sure access to shared data is synchronized appropriately.

Because this function is stored by the SoundSource object it will be able to be called as long as the SoundSource object hasn't yet been destroyed. Make sure that any data this function references outlives the SoundSource object otherwise use-after-free errors will occur.

Definition at line 154 of file SoundSource.hpp.

Member Enumeration Documentation

◆ Status

enum class sf::SoundSource::Status
stronginherited

Enumeration of the sound source states.

Enumerator
Stopped 

Sound is not playing.

Paused 

Sound is paused.

Playing 

Sound is playing.

Definition at line 54 of file SoundSource.hpp.

Constructor & Destructor Documentation

◆ Sound() [1/3]

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() [2/3]

sf::Sound::Sound ( const SoundBuffer && buffer)
delete

Disallow construction from a temporary sound buffer.

◆ Sound() [3/3]

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

Copy constructor.

Parameters
copyInstance to copy

◆ ~Sound()

sf::Sound::~Sound ( )
override

Destructor.

Member Function Documentation

◆ getAttenuation()

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

Get the attenuation factor of the sound.

Returns
Attenuation factor of the sound
See also
setAttenuation, getMinDistance

◆ getBuffer()

const SoundBuffer & sf::Sound::getBuffer ( ) const
nodiscard

Get the audio buffer attached to the sound.

Returns
Sound buffer attached to the sound

◆ getCone()

Cone sf::SoundSource::getCone ( ) const
nodiscardinherited

Get the cone properties of the sound in the audio scene.

Returns
Cone properties of the sound
See also
setCone

◆ getDirection()

Vector3f sf::SoundSource::getDirection ( ) const
nodiscardinherited

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

Returns
Direction of the sound
See also
setDirection

◆ getDirectionalAttenuationFactor()

float sf::SoundSource::getDirectionalAttenuationFactor ( ) const
nodiscardinherited

Get the directional attenuation factor of the sound.

Returns
Directional attenuation factor of the sound
See also
setDirectionalAttenuationFactor

◆ getDopplerFactor()

float sf::SoundSource::getDopplerFactor ( ) const
nodiscardinherited

Get the doppler factor of the sound.

Returns
Doppler factor of the sound
See also
setDopplerFactor

◆ getMaxDistance()

float sf::SoundSource::getMaxDistance ( ) const
nodiscardinherited

Get the maximum distance of the sound.

Returns
Maximum distance of the sound
See also
setMaxDistance, getAttenuation

◆ getMaxGain()

float sf::SoundSource::getMaxGain ( ) const
nodiscardinherited

Get the maximum gain of the sound.

Returns
Maximum gain of the sound
See also
setMaxGain, getAttenuation

◆ getMinDistance()

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

Get the minimum distance of the sound.

Returns
Minimum distance of the sound
See also
setMinDistance, getAttenuation

◆ getMinGain()

float sf::SoundSource::getMinGain ( ) const
nodiscardinherited

Get the minimum gain of the sound.

Returns
Minimum gain of the sound
See also
setMinGain, getAttenuation

◆ getPan()

float sf::SoundSource::getPan ( ) const
nodiscardinherited

Get the pan of the sound.

Returns
Pan of the sound
See also
setPan

◆ getPitch()

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

Get the pitch of the sound.

Returns
Pitch of the sound
See also
setPitch

◆ getPlayingOffset()

Time sf::Sound::getPlayingOffset ( ) const
nodiscard

Get the current playing position of the sound.

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

◆ getPosition()

Vector3f sf::SoundSource::getPosition ( ) const
nodiscardinherited

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

Returns
Position of the sound
See also
setPosition

◆ getStatus()

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

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

Returns
Current status of the sound

Implements sf::SoundSource.

◆ getVelocity()

Vector3f sf::SoundSource::getVelocity ( ) const
nodiscardinherited

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

Returns
Velocity of the sound
See also
setVelocity

◆ getVolume()

float sf::SoundSource::getVolume ( ) const
nodiscardinherited

Get the volume of the sound.

Returns
Volume of the sound, in the range [0, 100]
See also
setVolume

◆ isLooping()

bool sf::Sound::isLooping ( ) const
nodiscard

Tell whether or not the sound is in loop mode.

Returns
true if the sound is looping, false otherwise
See also
setLooping

◆ isRelativeToListener()

bool sf::SoundSource::isRelativeToListener ( ) const
nodiscardinherited

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

◆ isSpatializationEnabled()

bool sf::SoundSource::isSpatializationEnabled ( ) const
nodiscardinherited

Tell whether spatialization of the sound is enabled.

Returns
true if spatialization is enabled, false if it's disabled
See also
setSpatializationEnabled

◆ 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 ( )
overridevirtual

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 ( )
overridevirtual

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.

◆ 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

◆ setBuffer() [1/2]

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

Disallow setting from a temporary sound buffer.

◆ setBuffer() [2/2]

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

◆ setCone()

void sf::SoundSource::setCone ( const Cone & cone)
inherited

Set the cone properties of the sound in the audio scene.

The cone defines how directional attenuation is applied. The default cone of a sound is (2 * PI, 2 * PI, 1).

Parameters
coneCone properties of the sound in the scene
See also
getCone

◆ setDirection()

void sf::SoundSource::setDirection ( const Vector3f & direction)
inherited

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

The direction defines where the sound source is facing in 3D space. It will affect how the sound is attenuated if facing away from the listener. The default direction of a sound is (0, 0, -1).

Parameters
directionDirection of the sound in the scene
See also
getDirection

◆ setDirectionalAttenuationFactor()

void sf::SoundSource::setDirectionalAttenuationFactor ( float factor)
inherited

Set the directional attenuation factor of the sound.

Depending on the virtual position of an output channel relative to the listener (such as in surround sound setups), sounds will be attenuated when emitting them from certain channels. This factor determines how strong the attenuation based on output channel position relative to the listener is.

Parameters
factorNew directional attenuation factor to apply to the sound
See also
getDirectionalAttenuationFactor

◆ setDopplerFactor()

void sf::SoundSource::setDopplerFactor ( float factor)
inherited

Set the doppler factor of the sound.

The doppler factor determines how strong the doppler shift will be.

Parameters
factorNew doppler factor to apply to the sound
See also
getDopplerFactor

◆ setEffectProcessor()

void sf::Sound::setEffectProcessor ( EffectProcessor effectProcessor)
overridevirtual

Set the effect processor to be applied to the sound.

The effect processor is a callable that will be called with sound data to be processed.

Parameters
effectProcessorThe effect processor to attach to this sound, attach an empty processor to disable processing

Reimplemented from sf::SoundSource.

◆ setLooping()

void sf::Sound::setLooping ( 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 setLooping(false) is called. The default looping state for sound is false.

Parameters
looptrue to play in loop, false to play once
See also
isLooping

◆ setMaxDistance()

void sf::SoundSource::setMaxDistance ( float distance)
inherited

Set the maximum distance of the sound.

The "maximum distance" of a sound is the minimum distance at which it is heard at its minimum volume. Closer than the maximum distance, it will start to fade in according to its attenuation factor. The default value of the maximum distance is the maximum value a float can represent.

Parameters
distanceNew maximum distance of the sound
See also
getMaxDistance, setAttenuation

◆ setMaxGain()

void sf::SoundSource::setMaxGain ( float gain)
inherited

Set the maximum gain of the sound.

When the sound is closer from the listener than the "minimum distance" the attenuated gain is clamped so it cannot go above the maximum gain value.

Parameters
gainNew maximum gain of the sound
See also
getMaxGain, setAttenuation

◆ 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

◆ setMinGain()

void sf::SoundSource::setMinGain ( float gain)
inherited

Set the minimum gain of the sound.

When the sound is further away from the listener than the "maximum distance" the attenuated gain is clamped so it cannot go below the minimum gain value.

Parameters
gainNew minimum gain of the sound
See also
getMinGain, setAttenuation

◆ setPan()

void sf::SoundSource::setPan ( float pan)
inherited

Set the pan of the sound.

Using panning, a mono sound can be panned between stereo channels. When the pan is set to -1, the sound is played only on the left channel, when the pan is set to +1, the sound is played only on the right channel.

Parameters
panNew pan to apply to the sound [-1, +1]
See also
getPan

◆ 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::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

◆ setPosition()

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

◆ 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

◆ setSpatializationEnabled()

void sf::SoundSource::setSpatializationEnabled ( bool enabled)
inherited

Set whether spatialization of the sound is enabled.

Spatialization is the application of various effects to simulate a sound being emitted at a virtual position in 3D space and exhibiting various physical phenomena such as directional attenuation and doppler shift.

Parameters
enabledtrue to enable spatialization, false to disable
See also
isSpatializationEnabled

◆ setVelocity()

void sf::SoundSource::setVelocity ( const Vector3f & velocity)
inherited

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

The velocity is used to determine how to doppler shift the sound. Sounds moving towards the listener will be perceived to have a higher pitch and sounds moving away from the listener will be perceived to have a lower pitch.

Parameters
velocityVelocity of the sound in the scene
See also
getVelocity

◆ 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::Sound::stop ( )
overridevirtual

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.

Friends And Related Symbol Documentation

◆ SoundBuffer

friend class SoundBuffer
friend

Definition at line 223 of file Sound.hpp.


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