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SFML
Simple and Fast Multimedia Library
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Regular sound that can be played in the audio environment. More...
#include <Sound.hpp>
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 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 SoundBuffer & | getBuffer () 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). | |
| Sound & | operator= (const Sound &right) |
| Overload of assignment operator. | |
| Public Member Functions inherited from sf::SoundSource | |
| SoundSource (const SoundSource &)=default | |
| Copy constructor. | |
| SoundSource (SoundSource &&) noexcept=default | |
| Move constructor. | |
| SoundSource & | operator= (SoundSource &&) noexcept=default |
| Move assignment. | |
| virtual | ~SoundSource ()=default |
| Destructor. | |
| 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. | |
| SoundSource & | operator= (const SoundSource &right) |
| Overload of assignment operator. | |
Friends | |
| class | SoundBuffer |
Additional Inherited Members | |
| Public Types inherited from sf::SoundSource | |
| enum class | Status { Stopped , Paused , Playing } |
| Enumeration of the sound source states. More... | |
| using | EffectProcessor |
| Callable that is provided with sound data for processing. | |
| Protected Member Functions inherited from sf::SoundSource | |
| SoundSource ()=default | |
| Default constructor. | |
| Protected Member Functions inherited from sf::AudioResource | |
| AudioResource () | |
| Default constructor. | |
| AudioResource (const AudioResource &)=default | |
| Copy constructor. | |
| AudioResource & | operator= (const AudioResource &)=default |
| Copy assignment. | |
| AudioResource (AudioResource &&) noexcept=default | |
| Move constructor. | |
| AudioResource & | operator= (AudioResource &&) noexcept=default |
| Move assignment. | |
Regular sound that can be played in the audio environment.
sf::Sound is the class to use to play sounds. It provides:
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:
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explicit |
Construct the sound with a buffer.
| buffer | Sound buffer containing the audio data to play with the sound |
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explicitdelete |
Disallow construction from a temporary sound buffer.
| sf::Sound::Sound | ( | const Sound & | copy | ) |
Copy constructor.
| copy | Instance to copy |
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override |
Destructor.
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nodiscard |
Get the audio buffer attached to the sound.
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nodiscard |
Get the current playing position of the sound.
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nodiscardoverridevirtual |
Get the current status of the sound (stopped, paused, playing).
Implements sf::SoundSource.
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nodiscard |
Tell whether or not the sound is in loop mode.
Overload of assignment operator.
| right | Instance to assign |
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overridevirtual |
Pause the sound.
This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
Implements sf::SoundSource.
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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.
Implements sf::SoundSource.
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delete |
Disallow setting from a temporary sound buffer.
| 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.
| buffer | Sound buffer to attach to the sound |
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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.
| effectProcessor | The effect processor to attach to this sound, attach an empty processor to disable processing |
Reimplemented from sf::SoundSource.
| 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.
| loop | True to play in loop, false to play once |
| 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.
| timeOffset | New playing position, from the beginning of the sound |
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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()).
Implements sf::SoundSource.
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friend |