sf::SoundStream Class Reference

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

#include <SoundStream.hpp>

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

List of all members.

Classes

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

Public Types

enum  Status {
  Stopped,
  Paused,
  Playing
}
 

Enumeration of the sound source states.

More...

Public Member Functions

virtual ~SoundStream ()
 Destructor.
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 (float timeOffset)
 Change the current playing position of the stream.
float 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

 SoundStream ()
 Default constructor.
void Initialize (unsigned int channelsCount, unsigned int sampleRate)
 Define the audio stream parameters.

Protected Attributes

unsigned int mySource
 OpenAL source identifier.

Private Types

typedef void(* FuncType )(void *)

Private Member Functions

void Launch ()
 Run the thread.
void Wait ()
 Wait until the thread finishes.
void Terminate ()
 Terminate the thread.

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 behaviour 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:

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 :

     bool Open(const std::string& location)
     {
         // Open the source and get audio settings
         ...
         unsigned int channelsCount = ...;
         unsigned int sampleRate = ...;

         // Initialize the stream -- important!
         Initialize(channelsCount, sampleRate);
     }

 private :

     virtual bool OnGetData(Chunk& data)
     {
         // Fill the chunk with audio data from the stream source
         data.Samples = ...;
         data.NbSamples = ...;

         // Return true to continue playing
         return true;
     }

     virtual void OnSeek(float timeOffset)
     {
         // Change the current position in the stream source
         ...
     }
 }

 // Usage
 CustomStream stream;
 stream.Open("path/to/stream");
 stream.Play();
See also:
sf::Music

Definition at line 42 of file SoundStream.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::SoundStream::~SoundStream (  )  [virtual]

Destructor.

Definition at line 51 of file SoundStream.cpp.

sf::SoundStream::SoundStream (  )  [protected]

Default constructor.

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

Definition at line 38 of file SoundStream.cpp.


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

Definition at line 168 of file SoundSource.cpp.

unsigned int sf::SoundStream::GetChannelsCount (  )  const

Return the number of channels of the stream.

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

Returns:
Number of channels

Definition at line 121 of file SoundStream.cpp.

bool sf::SoundStream::GetLoop (  )  const

Tell whether or not the stream is in loop mode.

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

Definition at line 181 of file SoundStream.cpp.

float sf::SoundSource::GetMinDistance (  )  const [inherited]

Get the minimum distance of the sound.

Returns:
Minimum distance of the sound
See also:
SetMinDistance, GetAttenuation

Definition at line 158 of file SoundSource.cpp.

float sf::SoundSource::GetPitch (  )  const [inherited]

Get the pitch of the sound.

Returns:
Pitch of the sound
See also:
SetPitch

Definition at line 118 of file SoundSource.cpp.

float sf::SoundStream::GetPlayingOffset (  )  const

Get the current playing position of the stream.

Returns:
Current playing position, in seconds
See also:
SetPlayingOffset

Definition at line 164 of file SoundStream.cpp.

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

Definition at line 138 of file SoundSource.cpp.

unsigned int sf::SoundStream::GetSampleRate (  )  const

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

Definition at line 128 of file SoundStream.cpp.

SoundStream::Status sf::SoundStream::GetStatus (  )  const

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

Returns:
Current status

Reimplemented from sf::SoundSource.

Definition at line 135 of file SoundStream.cpp.

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

Definition at line 128 of file SoundSource.cpp.

void sf::SoundStream::Initialize ( unsigned int  channelsCount,
unsigned int  sampleRate 
) [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:
channelsCount Number of channels of the stream
sampleRate Sample rate, in samples per second

Definition at line 59 of file SoundStream.cpp.

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

Definition at line 148 of file SoundSource.cpp.

void sf::SoundStream::Pause (  ) 

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

Definition at line 105 of file SoundStream.cpp.

void sf::SoundStream::Play (  ) 

Start or resume playing the audio stream.

This function starts the stream if it was stopped, resumes it if it was paused, and does nothing it is 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

Definition at line 78 of file SoundStream.cpp.

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:
attenuation New attenuation factor of the sound
See also:
GetAttenuation, SetMinDistance

Definition at line 111 of file SoundSource.cpp.

void sf::SoundStream::SetLoop ( 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 SetLoop(false) is called. The default looping state for streams is false.

Parameters:
loop True to play in loop, false to play once
See also:
GetLoop

Definition at line 174 of file SoundStream.cpp.

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:
distance New minimum distance of the sound
See also:
GetMinDistance, SetAttenuation

Definition at line 104 of file SoundSource.cpp.

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:
pitch New pitch to apply to the sound
See also:
GetPitch

Definition at line 70 of file SoundSource.cpp.

void sf::SoundStream::SetPlayingOffset ( float  timeOffset  ) 

Change the current playing position of the stream.

The playing position can be changed when the stream is either paused or playing.

Parameters:
timeOffset New playing position, in seconds
See also:
GetPlayingOffset

Definition at line 148 of file SoundStream.cpp.

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:
position Position of the sound in the scene
See also:
GetPosition

Definition at line 90 of file SoundSource.cpp.

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:
x X coordinate of the position of the sound in the scene
y Y coordinate of the position of the sound in the scene
z Z coordinate of the position of the sound in the scene
See also:
GetPosition

Definition at line 83 of file SoundSource.cpp.

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:
relative True to set the position relative, false to set it absolute
See also:
IsRelativeToListener

Definition at line 97 of file SoundSource.cpp.

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:
volume Volume of the sound
See also:
GetVolume

Definition at line 77 of file SoundSource.cpp.

void sf::SoundStream::Stop (  ) 

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

Definition at line 112 of file SoundStream.cpp.


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 files: