Public Types | Public Member Functions | Protected Member Functions | Protected Attributes
sf::Music Class Reference

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

#include <Music.hpp>

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

List of all members.

Public Types

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.
Uint32 GetDuration () const
 Get the total duration of the music.
void Play ()
 Start or resume playing the audio stream.
void Pause ()
 Pause the audio stream.
void Stop ()
 Stop playing the audio stream.
unsigned int GetChannelsCount () 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 (Uint32 timeOffset)
 Change the current playing position of the stream.
Uint32 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

virtual bool OnGetData (Chunk &data)
 Request a new chunk of audio samples from the stream source.
virtual void OnSeek (Uint32 timeOffset)
 Change the current playing position in the stream source.
void Initialize (unsigned int channelsCount, unsigned int sampleRate)
 Define the audio stream parameters.

Protected Attributes

unsigned int mySource
 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.

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();
See also:
sf::Sound, sf::SoundStream

Definition at line 50 of file Music.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

sf::Music::Music ( )

Default constructor.

sf::Music::~Music ( )

Destructor.


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::GetChannelsCount ( ) const [inherited]

Return the number of channels of the stream.

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

Returns:
Number of channels
Uint32 sf::Music::GetDuration ( ) const

Get the total duration of the music.

Returns:
Music duration, in milliseconds
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
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
Uint32 sf::SoundStream::GetPlayingOffset ( ) const [inherited]

Get the current playing position of the stream.

Returns:
Current playing position, in milliseconds
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 [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
Status sf::SoundStream::GetStatus ( ) const [inherited]

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

Returns:
Current status

Reimplemented from sf::SoundSource.

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  channelsCount,
unsigned int  sampleRate 
) [protected, inherited]

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:
channelsCountNumber 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::Music::OnGetData ( Chunk data) [protected, virtual]

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.

virtual void sf::Music::OnSeek ( Uint32  timeOffset) [protected, virtual]

Change the current playing position in the stream source.

Parameters:
timeOffsetNew playing position, in milliseconds

Implements sf::SoundStream.

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). Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.

Parameters:
filenamePath of the music file to open
Returns:
True if loading succeeded, false if it failed
See also:
OpenFromMemory, OpenFromStream
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). Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.

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
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). Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.

Parameters:
streamSource stream to read from
Returns:
True if loading succeeded, false if it failed
See also:
OpenFromFile, OpenFromMemory
void sf::SoundStream::Pause ( ) [inherited]

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 ( ) [inherited]

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) [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
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 ( Uint32  timeOffset) [inherited]

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, in milliseconds
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 ( ) [inherited]

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::mySource [protected, inherited]

OpenAL source identifier.

Definition at line 263 of file SoundSource.hpp.


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