SFML
Simple and Fast Multimedia Library
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sf::SoundStream Class Referenceabstract

Abstract base class for streamed audio sources. More...

#include <SoundStream.hpp>

Inheritance diagram for sf::SoundStream:
[legend]

Classes

struct  Chunk
 Structure defining a chunk of audio data to stream. More...

Public Member Functions

 ~SoundStream () override
 Destructor.
 SoundStream (SoundStream &&) noexcept
 Move constructor.
SoundStreamoperator= (SoundStream &&) noexcept
 Move assignment.
void play () override
 Start or resume playing the audio stream.
void pause () override
 Pause the audio stream.
void stop () override
 Stop playing the audio stream.
unsigned int getChannelCount () const
 Return the number of channels of the stream.
unsigned int getSampleRate () const
 Get the stream sample rate of the stream.
std::vector< SoundChannelgetChannelMap () const
 Get the map of position in sample frame to sound channel.
Status getStatus () const override
 Get the current status of the stream (stopped, paused, playing).
void setPlayingOffset (Time timeOffset)
 Change the current playing position of the stream.
Time getPlayingOffset () const
 Get the current playing position of the stream.
void setLooping (bool loop)
 Set whether or not the stream should loop after reaching the end.
bool isLooping () const
 Tell whether or not the stream is in loop mode.
void setEffectProcessor (EffectProcessor effectProcessor) override
 Set the effect processor to be applied to the sound.
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.

Protected Member Functions

 SoundStream ()
 Default constructor.
void initialize (unsigned int channelCount, unsigned int sampleRate, const std::vector< SoundChannel > &channelMap)
 Define the audio stream parameters.
virtual bool onGetData (Chunk &data)=0
 Request a new chunk of audio samples from the stream source.
virtual void onSeek (Time timeOffset)=0
 Change the current playing position in the stream source.
virtual std::optional< std::uint64_t > onLoop ()
 Change the current playing position in the stream source to the beginning of the loop.
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.

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.

Detailed Description

Abstract base class for streamed audio sources.

Unlike audio buffers (see sf::SoundBuffer), audio streams are never completely loaded in memory. Instead, the audio data is acquired continuously while the stream is playing. This behavior allows to play a sound with no loading delay, and keeps the memory consumption very low.

Sound sources that need to be streamed are usually big files (compressed audio musics that would eat hundreds of MB in memory) or files that would take a lot of time to be received (sounds played over the network).

sf::SoundStream is a base class that doesn't care about the stream source, which is left to the derived class. SFML provides a built-in specialization for big files (see sf::Music). No network stream source is provided, but you can write your own by combining this class with the network module.

A derived class has to override two virtual functions:

  • onGetData fills a new chunk of audio data to be played
  • onSeek changes the current playing position in the source

It is important to note that each SoundStream is played in its own separate thread, so that the streaming loop doesn't block the rest of the program. In particular, the OnGetData and OnSeek virtual functions may sometimes be called from this separate thread. It is important to keep this in mind, because you may have to take care of synchronization issues if you share data between threads.

Usage example:

class CustomStream : public sf::SoundStream
{
public:
[[nodiscard]] bool open(const std::string& location)
{
// Open the source and get audio settings
...
unsigned int channelCount = ...;
unsigned int sampleRate = ...;
// Initialize the stream -- important!
initialize(channelCount, sampleRate);
return true;
}
private:
bool onGetData(Chunk& data) override
{
// Fill the chunk with audio data from the stream source
// (note: must not be empty if you want to continue playing)
data.samples = ...;
// Return true to continue playing
data.sampleCount = ...;
return true;
}
void onSeek(sf::Time timeOffset) override
{
// Change the current position in the stream source
...
}
};
// Usage
CustomStream stream;
stream.open("path/to/stream");
stream.play();
Abstract base class for streamed audio sources.
Definition SoundStream.hpp:52
void initialize(unsigned int channelCount, unsigned int sampleRate, const std::vector< SoundChannel > &channelMap)
Define the audio stream parameters.
virtual void onSeek(Time timeOffset)=0
Change the current playing position in the stream source.
virtual bool onGetData(Chunk &data)=0
Request a new chunk of audio samples from the stream source.
Represents a time value.
Definition Time.hpp:42
See also
sf::Music

Constructor & Destructor Documentation

◆ ~SoundStream()

sf::SoundStream::~SoundStream ( )
override

Destructor.

◆ SoundStream() [1/2]

sf::SoundStream::SoundStream ( SoundStream && )
noexcept

Move constructor.

◆ SoundStream() [2/2]

sf::SoundStream::SoundStream ( )
protected

Default constructor.

This constructor is only meant to be called by derived classes.

Member Function Documentation

◆ getChannelCount()

unsigned int sf::SoundStream::getChannelCount ( ) const
nodiscard

Return the number of channels of the stream.

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

Returns
Number of channels

◆ getChannelMap()

std::vector< SoundChannel > sf::SoundStream::getChannelMap ( ) const
nodiscard

Get the map of position in sample frame to sound channel.

This is used to map a sample in the sample stream to a position during spatialisation.

Returns
Map of position in sample frame to sound channel

◆ getPlayingOffset()

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

Get the current playing position of the stream.

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

◆ getSampleRate()

unsigned int sf::SoundStream::getSampleRate ( ) const
nodiscard

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

◆ getStatus()

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

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

Returns
Current status

Implements sf::SoundSource.

◆ initialize()

void sf::SoundStream::initialize ( unsigned int channelCount,
unsigned int sampleRate,
const std::vector< SoundChannel > & channelMap )
protected

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
channelCountNumber of channels of the stream
sampleRateSample rate, in samples per second
channelMapMap of position in sample frame to sound channel

◆ isLooping()

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

Tell whether or not the stream is in loop mode.

Returns
True if the stream is looping, false otherwise
See also
setLooping

◆ onGetData()

virtual bool sf::SoundStream::onGetData ( Chunk & data)
nodiscardprotectedpure virtual

Request a new chunk of audio samples from the stream source.

This function must be overridden by derived classes to provide the audio samples to play. It is called continuously by the streaming loop, in a separate thread. The source can choose to stop the streaming loop at any time, by returning false to the caller. If you return true (i.e. continue streaming) it is important that the returned array of samples is not empty; this would stop the stream due to an internal limitation.

Parameters
dataChunk of data to fill
Returns
True to continue playback, false to stop

Implemented in sf::Music.

◆ onLoop()

virtual std::optional< std::uint64_t > sf::SoundStream::onLoop ( )
protectedvirtual

Change the current playing position in the stream source to the beginning of the loop.

This function can be overridden by derived classes to allow implementation of custom loop points. Otherwise, it just calls onSeek(Time::Zero) and returns 0.

Returns
The seek position after looping (or std::nullopt if there's no loop)

Reimplemented in sf::Music.

◆ onSeek()

virtual void sf::SoundStream::onSeek ( Time timeOffset)
protectedpure virtual

Change the current playing position in the stream source.

This function must be overridden by derived classes to allow random seeking into the stream source.

Parameters
timeOffsetNew playing position, relative to the beginning of the stream

Implemented in sf::Music.

◆ operator=()

SoundStream & sf::SoundStream::operator= ( SoundStream && )
noexcept

Move assignment.

◆ pause()

void sf::SoundStream::pause ( )
overridevirtual

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

Implements sf::SoundSource.

◆ play()

void sf::SoundStream::play ( )
overridevirtual

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 the beginning if it was 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

Implements sf::SoundSource.

◆ setEffectProcessor()

void sf::SoundStream::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::SoundStream::setLooping ( bool loop)

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 setLooping(false) is called. The default looping state for streams is false.

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

◆ setPlayingOffset()

void sf::SoundStream::setPlayingOffset ( Time timeOffset)

Change the current playing position of the stream.

The playing position can be changed when the stream is either paused or playing. Changing the playing position when the stream is stopped has no effect, since playing the stream would reset its position.

Parameters
timeOffsetNew playing position, from the beginning of the stream
See also
getPlayingOffset

◆ stop()

void sf::SoundStream::stop ( )
overridevirtual

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

Implements sf::SoundSource.


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