//////////////////////////////////////////////////////////// // // 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 namespace sf { class Time; class SoundBuffer; //////////////////////////////////////////////////////////// /// \brief Regular sound that can be played in the audio environment /// //////////////////////////////////////////////////////////// class SFML_AUDIO_API Sound : public SoundSource { public: //////////////////////////////////////////////////////////// /// \brief Construct the sound with a buffer /// /// \param buffer Sound buffer containing the audio data to play with the sound /// //////////////////////////////////////////////////////////// explicit Sound(const SoundBuffer& buffer); //////////////////////////////////////////////////////////// /// \brief Disallow construction from a temporary sound buffer /// //////////////////////////////////////////////////////////// Sound(const SoundBuffer&& buffer) = delete; //////////////////////////////////////////////////////////// /// \brief Copy constructor /// /// \param copy Instance to copy /// //////////////////////////////////////////////////////////// Sound(const Sound& copy); //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~Sound() override; //////////////////////////////////////////////////////////// /// \brief 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 `pause`, `stop` /// //////////////////////////////////////////////////////////// void play() override; //////////////////////////////////////////////////////////// /// \brief Pause the sound /// /// This function pauses the sound if it was playing, /// otherwise (sound already paused or stopped) it has no effect. /// /// \see `play`, `stop` /// //////////////////////////////////////////////////////////// void pause() override; //////////////////////////////////////////////////////////// /// \brief 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 `play`, `pause` /// //////////////////////////////////////////////////////////// void stop() override; //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param buffer Sound buffer to attach to the sound /// /// \see `getBuffer` /// //////////////////////////////////////////////////////////// void setBuffer(const SoundBuffer& buffer); //////////////////////////////////////////////////////////// /// \brief Disallow setting from a temporary sound buffer /// //////////////////////////////////////////////////////////// void setBuffer(const SoundBuffer&& buffer) = delete; //////////////////////////////////////////////////////////// /// \brief 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`. /// /// \param loop `true` to play in loop, `false` to play once /// /// \see `isLooping` /// //////////////////////////////////////////////////////////// void setLooping(bool loop); //////////////////////////////////////////////////////////// /// \brief 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. /// /// \param timeOffset New playing position, from the beginning of the sound /// /// \see `getPlayingOffset` /// //////////////////////////////////////////////////////////// void setPlayingOffset(Time timeOffset); //////////////////////////////////////////////////////////// /// \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; //////////////////////////////////////////////////////////// /// \brief Get the audio buffer attached to the sound /// /// \return Sound buffer attached to the sound /// //////////////////////////////////////////////////////////// [[nodiscard]] const SoundBuffer& getBuffer() const; //////////////////////////////////////////////////////////// /// \brief Tell whether or not the sound is in loop mode /// /// \return `true` if the sound is looping, `false` otherwise /// /// \see `setLooping` /// //////////////////////////////////////////////////////////// [[nodiscard]] bool isLooping() const; //////////////////////////////////////////////////////////// /// \brief Get the current playing position of the sound /// /// \return Current playing position, from the beginning of the sound /// /// \see `setPlayingOffset` /// //////////////////////////////////////////////////////////// [[nodiscard]] Time getPlayingOffset() const; //////////////////////////////////////////////////////////// /// \brief Get the current status of the sound (stopped, paused, playing) /// /// \return Current status of the sound /// //////////////////////////////////////////////////////////// [[nodiscard]] Status getStatus() const override; //////////////////////////////////////////////////////////// /// \brief Overload of assignment operator /// /// \param right Instance to assign /// /// \return Reference to self /// //////////////////////////////////////////////////////////// Sound& operator=(const Sound& right); private: friend class SoundBuffer; //////////////////////////////////////////////////////////// /// \brief Detach sound from its internal buffer /// /// This allows the sound buffer to temporarily detach the /// sounds that use it when the sound buffer gets updated. /// //////////////////////////////////////////////////////////// void detachBuffer(); //////////////////////////////////////////////////////////// /// \brief Get the sound object /// /// \return The sound object /// //////////////////////////////////////////////////////////// [[nodiscard]] void* getSound() const override; //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// struct Impl; const std::unique_ptr m_impl; //!< Implementation details }; } // namespace sf //////////////////////////////////////////////////////////// /// \class sf::Sound /// \ingroup audio /// /// `sf::Sound` is the class to use to play sounds. /// It provides: /// \li Control (play, pause, stop) /// \li Ability to modify output parameters in real-time (pitch, volume, ...) /// \li 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: /// \code /// const sf::SoundBuffer buffer("sound.wav"); /// sf::Sound sound(buffer); /// sound.play(); /// \endcode /// /// \see `sf::SoundBuffer`, `sf::Music` /// ////////////////////////////////////////////////////////////