SFML
Simple and Fast Multimedia Library
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sf::Sound Class Reference

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

#include <Sound.hpp>

Inheritance diagram for sf::Sound:
[legend]

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.
Public Member Functions inherited from sf::SoundSource
 SoundSource (const SoundSource &)=default
 Copy constructor.
 SoundSource (SoundSource &&) noexcept=default
 Move constructor.
SoundSourceoperator= (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.
SoundSourceoperator= (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.
AudioResourceoperator= (const AudioResource &)=default
 Copy assignment.
 AudioResource (AudioResource &&) noexcept=default
 Move constructor.
AudioResourceoperator= (AudioResource &&) noexcept=default
 Move assignment.

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.
Definition SoundBuffer.hpp:55
Regular sound that can be played in the audio environment.
Definition Sound.hpp:48
See also
sf::SoundBuffer, sf::Music

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)
explicitdelete

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

◆ getBuffer()

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

Get the audio buffer attached to the sound.

Returns
Sound buffer attached to the sound

◆ 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

◆ 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.

◆ 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

◆ 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.

◆ 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

◆ 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

◆ 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

◆ 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.

◆ SoundBuffer

friend class SoundBuffer
friend

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