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332 lines
12 KiB
C
332 lines
12 KiB
C
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_SOUND_H
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#define SFML_SOUND_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio/Export.h>
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#include <SFML/Audio/SoundStatus.h>
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#include <SFML/Audio/Types.h>
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#include <SFML/System/Time.h>
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#include <SFML/System/Vector3.h>
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////////////////////////////////////////////////////////////
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/// \brief Create a new sound
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///
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/// \return A new sfSound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSound* sfSound_create(void);
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////////////////////////////////////////////////////////////
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/// \brief Create a new sound by copying an existing one
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///
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/// \param sound Sound to copy
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///
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/// \return A new sfSound object which is a copy of \a sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSound* sfSound_copy(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Destroy a sound
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///
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/// \param sound Sound to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_destroy(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Start or resume playing a sound
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///
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/// This function starts the sound if it was stopped, resumes
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/// it if it was paused, and restarts it from beginning if it
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/// was it already playing.
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/// This function uses its own thread so that it doesn't block
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/// the rest of the program while the sound is played.
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///
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/// \param sound Sound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_play(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Pause a sound
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///
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/// This function pauses the sound if it was playing,
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/// otherwise (sound already paused or stopped) it has no effect.
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///
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/// \param sound Sound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_pause(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Stop playing a sound
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///
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/// This function stops the sound if it was playing or paused,
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/// and does nothing if it was already stopped.
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/// It also resets the playing position (unlike sfSound_pause).
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///
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/// \param sound Sound object
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_stop(sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Set the source buffer containing the audio data to play
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///
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/// It is important to note that the sound buffer is not copied,
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/// thus the sfSoundBuffer object must remain alive as long
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/// as it is attached to the sound.
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///
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/// \param sound Sound object
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/// \param buffer Sound buffer to attach to the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setBuffer(sfSound* sound, const sfSoundBuffer* buffer);
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////////////////////////////////////////////////////////////
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/// \brief Get the audio buffer attached to a sound
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///
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/// \param sound Sound object
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///
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/// \return Sound buffer attached to the sound (can be NULL)
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Set whether or not a sound should loop after reaching the end
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///
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/// If set, the sound will restart from beginning after
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/// reaching the end and so on, until it is stopped or
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/// sfSound_setLoop(sound, sfFalse) is called.
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/// The default looping state for sounds is false.
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///
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/// \param sound Sound object
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/// \param loop sfTrue to play in loop, sfFalse to play once
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setLoop(sfSound* sound, sfBool loop);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a sound is in loop mode
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///
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/// \param sound Sound object
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///
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/// \return sfTrue if the sound is looping, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfBool sfSound_getLoop(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the current status of a sound (stopped, paused, playing)
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///
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/// \param sound Sound object
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///
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/// \return Current status
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfSoundStatus sfSound_getStatus(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Set the pitch of a sound
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///
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/// The pitch represents the perceived fundamental frequency
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/// of a sound; thus you can make a sound more acute or grave
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/// by changing its pitch. A side effect of changing the pitch
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/// is to modify the playing speed of the sound as well.
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/// The default value for the pitch is 1.
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///
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/// \param sound Sound object
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/// \param pitch New pitch to apply to the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setPitch(sfSound* sound, float pitch);
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////////////////////////////////////////////////////////////
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/// \brief Set the volume of a sound
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///
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/// The volume is a value between 0 (mute) and 100 (full volume).
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/// The default value for the volume is 100.
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///
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/// \param sound Sound object
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/// \param volume Volume of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setVolume(sfSound* sound, float volume);
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////////////////////////////////////////////////////////////
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/// \brief Set the 3D position of a sound in the audio scene
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///
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/// Only sounds with one channel (mono sounds) can be
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/// spatialized.
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/// The default position of a sound is (0, 0, 0).
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///
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/// \param sound Sound object
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/// \param position Position of the sound in the scene
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setPosition(sfSound* sound, sfVector3f position);
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////////////////////////////////////////////////////////////
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/// \brief Make the sound's position relative to the listener or absolute
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///
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/// Making a sound relative to the listener will ensure that it will always
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/// be played the same way regardless the position of the listener.
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/// This can be useful for non-spatialized sounds, sounds that are
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/// produced by the listener, or sounds attached to it.
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/// The default value is false (position is absolute).
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///
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/// \param sound Sound object
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/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setRelativeToListener(sfSound* sound, sfBool relative);
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////////////////////////////////////////////////////////////
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/// \brief Set the minimum distance of a sound
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///
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/// The "minimum distance" of a sound is the maximum
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/// distance at which it is heard at its maximum volume. Further
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/// than the minimum distance, it will start to fade out according
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/// to its attenuation factor. A value of 0 ("inside the head
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/// of the listener") is an invalid value and is forbidden.
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/// The default value of the minimum distance is 1.
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///
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/// \param sound Sound object
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/// \param distance New minimum distance of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setMinDistance(sfSound* sound, float distance);
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////////////////////////////////////////////////////////////
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/// \brief Set the attenuation factor of a sound
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///
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/// The attenuation is a multiplicative factor which makes
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/// the sound more or less loud according to its distance
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/// from the listener. An attenuation of 0 will produce a
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/// non-attenuated sound, i.e. its volume will always be the same
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/// whether it is heard from near or from far. On the other hand,
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/// an attenuation value such as 100 will make the sound fade out
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/// very quickly as it gets further from the listener.
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/// The default value of the attenuation is 1.
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///
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/// \param sound Sound object
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/// \param attenuation New attenuation factor of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setAttenuation(sfSound* sound, float attenuation);
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////////////////////////////////////////////////////////////
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/// \brief Change the current playing position of a sound
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///
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/// The playing position can be changed when the sound is
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/// either paused or playing.
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///
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/// \param sound Sound object
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/// \param timeOffset New playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API void sfSound_setPlayingOffset(sfSound* sound, sfTime timeOffset);
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////////////////////////////////////////////////////////////
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/// \brief Get the pitch of a sound
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///
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/// \param sound Sound object
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///
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/// \return Pitch of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_getPitch(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the volume of a sound
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///
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/// \param sound Sound object
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///
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/// \return Volume of the sound, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_getVolume(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the 3D position of a sound in the audio scene
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///
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/// \param sound Sound object
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///
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/// \return Position of the sound in the world
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfVector3f sfSound_getPosition(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether a sound's position is relative to the
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/// listener or is absolute
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///
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/// \param sound Sound object
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///
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/// \return sfTrue if the position is relative, sfFalse if it's absolute
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfBool sfSound_isRelativeToListener(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the minimum distance of a sound
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///
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/// \param sound Sound object
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///
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/// \return Minimum distance of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_getMinDistance(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the attenuation factor of a sound
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///
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/// \param sound Sound object
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///
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/// \return Attenuation factor of the sound
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API float sfSound_getAttenuation(const sfSound* sound);
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////////////////////////////////////////////////////////////
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/// \brief Get the current playing position of a sound
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///
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/// \param sound Sound object
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///
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/// \return Current playing position
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///
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////////////////////////////////////////////////////////////
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CSFML_AUDIO_API sfTime sfSound_getPlayingOffset(const sfSound* sound);
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#endif // SFML_SOUND_H
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