//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #pragma once //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include #include namespace sf { //////////////////////////////////////////////////////////// /// \brief Abstract base class for streamed audio sources /// //////////////////////////////////////////////////////////// class SFML_AUDIO_API SoundStream : public SoundSource { public: //////////////////////////////////////////////////////////// /// \brief Structure defining a chunk of audio data to stream /// //////////////////////////////////////////////////////////// struct Chunk { const std::int16_t* samples{}; //!< Pointer to the audio samples std::size_t sampleCount{}; //!< Number of samples pointed by Samples }; //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~SoundStream() override; //////////////////////////////////////////////////////////// /// \brief Move constructor /// //////////////////////////////////////////////////////////// SoundStream(SoundStream&&) noexcept; //////////////////////////////////////////////////////////// /// \brief Move assignment /// //////////////////////////////////////////////////////////// SoundStream& operator=(SoundStream&&) noexcept; //////////////////////////////////////////////////////////// /// \brief 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 `pause`, `stop` /// //////////////////////////////////////////////////////////// void play() override; //////////////////////////////////////////////////////////// /// \brief Pause the audio stream /// /// This function pauses the stream if it was playing, /// otherwise (stream already paused or stopped) it has no effect. /// /// \see `play`, `stop` /// //////////////////////////////////////////////////////////// void pause() override; //////////////////////////////////////////////////////////// /// \brief 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 `play`, `pause` /// //////////////////////////////////////////////////////////// void stop() override; //////////////////////////////////////////////////////////// /// \brief Return the number of channels of the stream /// /// 1 channel means a mono sound, 2 means stereo, etc. /// /// \return Number of channels /// //////////////////////////////////////////////////////////// [[nodiscard]] unsigned int getChannelCount() const; //////////////////////////////////////////////////////////// /// \brief 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. /// /// \return Sample rate, in number of samples per second /// //////////////////////////////////////////////////////////// [[nodiscard]] unsigned int getSampleRate() const; //////////////////////////////////////////////////////////// /// \brief 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 spatialization. /// /// \return Map of position in sample frame to sound channel /// //////////////////////////////////////////////////////////// [[nodiscard]] std::vector getChannelMap() const; //////////////////////////////////////////////////////////// /// \brief Get the current status of the stream (stopped, paused, playing) /// /// \return Current status /// //////////////////////////////////////////////////////////// [[nodiscard]] Status getStatus() const override; //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param timeOffset New playing position, from the beginning of the stream /// /// \see `getPlayingOffset` /// //////////////////////////////////////////////////////////// void setPlayingOffset(Time timeOffset); //////////////////////////////////////////////////////////// /// \brief Get the current playing position of the stream /// /// \return Current playing position, from the beginning of the stream /// /// \see `setPlayingOffset` /// //////////////////////////////////////////////////////////// [[nodiscard]] Time getPlayingOffset() const; //////////////////////////////////////////////////////////// /// \brief 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`. /// /// \param loop `true` to play in loop, `false` to play once /// /// \see `isLooping` /// //////////////////////////////////////////////////////////// void setLooping(bool loop); //////////////////////////////////////////////////////////// /// \brief Tell whether or not the stream is in loop mode /// /// \return `true` if the stream is looping, `false` otherwise /// /// \see `setLooping` /// //////////////////////////////////////////////////////////// [[nodiscard]] bool isLooping() const; //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param effectProcessor The effect processor to attach to this sound, attach an empty processor to disable processing /// //////////////////////////////////////////////////////////// void setEffectProcessor(EffectProcessor effectProcessor) override; protected: //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// This constructor is only meant to be called by derived classes. /// //////////////////////////////////////////////////////////// SoundStream(); //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param channelCount Number of channels of the stream /// \param sampleRate Sample rate, in samples per second /// \param channelMap Map of position in sample frame to sound channel /// //////////////////////////////////////////////////////////// void initialize(unsigned int channelCount, unsigned int sampleRate, const std::vector& channelMap); //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param data Chunk of data to fill /// /// \return `true` to continue playback, `false` to stop /// //////////////////////////////////////////////////////////// [[nodiscard]] virtual bool onGetData(Chunk& data) = 0; //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param timeOffset New playing position, relative to the beginning of the stream /// //////////////////////////////////////////////////////////// virtual void onSeek(Time timeOffset) = 0; //////////////////////////////////////////////////////////// /// \brief 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. /// /// \return The seek position after looping (or `std::nullopt` if there's no loop) /// //////////////////////////////////////////////////////////// virtual std::optional onLoop(); private: //////////////////////////////////////////////////////////// /// \brief Get the sound object /// /// \return The sound object /// //////////////////////////////////////////////////////////// [[nodiscard]] void* getSound() const override; //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// struct Impl; std::unique_ptr m_impl; //!< Implementation details }; } // namespace sf //////////////////////////////////////////////////////////// /// \class sf::SoundStream /// \ingroup audio /// /// 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: /// \li `onGetData` fills a new chunk of audio data to be played /// \li `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: /// \code /// class CustomStream : public sf::SoundStream /// { /// public: /// /// [[nodiscard]] bool open(const std::string& location) /// { /// // Open the source and get audio settings /// ... /// unsigned int channelCount = 2; // Stereo /// unsigned int sampleRate = 44100; // 44100 Hz /// /// // Initialize the stream -- important! /// initialize(channelCount, sampleRate, {sf::SoundChannel::FrontLeft, sf::SoundChannel::FrontRight}); /// 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(); /// \endcode /// /// \see `sf::Music` /// ////////////////////////////////////////////////////////////