imgui-sfml-premake/sfml/include/SFML/Audio/SoundSource.hpp

687 lines
26 KiB
C++

////////////////////////////////////////////////////////////
//
// 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 <SFML/Audio/Export.hpp>
#include <SFML/Audio/AudioResource.hpp>
#include <SFML/System/Angle.hpp>
#include <SFML/System/Vector3.hpp>
#include <functional>
namespace sf
{
// NOLINTBEGIN(readability-make-member-function-const)
////////////////////////////////////////////////////////////
/// \brief Base class defining a sound's properties
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API SoundSource : protected AudioResource
{
public:
////////////////////////////////////////////////////////////
/// \brief Enumeration of the sound source states
///
////////////////////////////////////////////////////////////
enum class Status
{
Stopped, //!< Sound is not playing
Paused, //!< Sound is paused
Playing //!< Sound is playing
};
////////////////////////////////////////////////////////////
/// \brief Structure defining the properties of a directional cone
///
/// Sounds will play at gain 1 when the listener
/// is positioned within the inner angle of the cone.
/// Sounds will play at `outerGain` when the listener is
/// positioned outside the outer angle of the cone.
/// The gain declines linearly from 1 to `outerGain` as the
/// listener moves from the inner angle to the outer angle.
///
////////////////////////////////////////////////////////////
struct Cone
{
Angle innerAngle; //!< Inner angle
Angle outerAngle; //!< Outer angle
float outerGain{}; //!< Outer gain
};
////////////////////////////////////////////////////////////
/// \brief Callable that is provided with sound data for processing
///
/// When the audio engine sources sound data from sound
/// sources it will pass the data through an effects
/// processor if one is set. The sound data will already be
/// converted to the internal floating point format.
///
/// Sound data that is processed this way is provided in
/// frames. Each frame contains 1 floating point sample per
/// channel. If e.g. the data source provides stereo data,
/// each frame will contain 2 floats.
///
/// The effects processor function takes 4 parameters:
/// - The input data frames, channels interleaved
/// - The number of input data frames available
/// - The buffer to write output data frames to, channels interleaved
/// - The number of output data frames that the output buffer can hold
/// - The channel count
///
/// The input and output frame counts are in/out parameters.
///
/// When this function is called, the input count will
/// contain the number of frames available in the input
/// buffer. The output count will contain the size of the
/// output buffer i.e. the maximum number of frames that
/// can be written to the output buffer.
///
/// Attempting to read more frames than the input frame
/// count or write more frames than the output frame count
/// will result in undefined behaviour.
///
/// It is important to note that the channel count of the
/// audio engine currently sourcing data from this sound
/// will always be provided in `frameChannelCount`. This can
/// be different from the channel count of the sound source
/// so make sure to size necessary processing buffers
/// according to the engine channel count and not the sound
/// source channel count.
///
/// When done processing the frames, the input and output
/// frame counts must be updated to reflect the actual
/// number of frames that were read from the input and
/// written to the output.
///
/// The processing function should always try to process as
/// much sound data as possible i.e. always try to fill the
/// output buffer to the maximum. In certain situations for
/// specific effects it can be possible that the input frame
/// count and output frame count aren't equal. As long as
/// the frame counts are updated accordingly this is
/// perfectly valid.
///
/// If the audio engine determines that no audio data is
/// available from the data source, the input data frames
/// pointer is set to `nullptr` and the input frame count is
/// set to 0. In this case it is up to the function to
/// decide how to handle the situation. For specific effects
/// e.g. Echo/Delay buffered data might still be able to be
/// written to the output buffer even if there is no longer
/// any input data.
///
/// An important thing to remember is that this function is
/// directly called by the audio engine. Because the audio
/// engine runs on an internal thread of its own, make sure
/// access to shared data is synchronized appropriately.
///
/// Because this function is stored by the `SoundSource`
/// object it will be able to be called as long as the
/// `SoundSource` object hasn't yet been destroyed. Make sure
/// that any data this function references outlives the
/// SoundSource object otherwise use-after-free errors will
/// occur.
///
////////////////////////////////////////////////////////////
using EffectProcessor = std::function<
void(const float* inputFrames, unsigned int& inputFrameCount, float* outputFrames, unsigned int& outputFrameCount, unsigned int frameChannelCount)>;
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
////////////////////////////////////////////////////////////
SoundSource(const SoundSource&) = default;
////////////////////////////////////////////////////////////
/// \brief Move constructor
///
////////////////////////////////////////////////////////////
SoundSource(SoundSource&&) noexcept = default;
////////////////////////////////////////////////////////////
/// \brief Move assignment
///
////////////////////////////////////////////////////////////
SoundSource& operator=(SoundSource&&) noexcept = default;
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~SoundSource() = default;
////////////////////////////////////////////////////////////
/// \brief 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.
///
/// \param pitch New pitch to apply to the sound
///
/// \see `getPitch`
///
////////////////////////////////////////////////////////////
void setPitch(float pitch);
////////////////////////////////////////////////////////////
/// \brief Set the pan of the sound
///
/// Using panning, a mono sound can be panned between
/// stereo channels. When the pan is set to -1, the sound
/// is played only on the left channel, when the pan is set
/// to +1, the sound is played only on the right channel.
///
/// \param pan New pan to apply to the sound [-1, +1]
///
/// \see `getPan`
///
////////////////////////////////////////////////////////////
void setPan(float pan);
////////////////////////////////////////////////////////////
/// \brief 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.
///
/// \param volume Volume of the sound
///
/// \see `getVolume`
///
////////////////////////////////////////////////////////////
void setVolume(float volume);
////////////////////////////////////////////////////////////
/// \brief Set whether spatialization of the sound is enabled
///
/// Spatialization is the application of various effects to
/// simulate a sound being emitted at a virtual position in
/// 3D space and exhibiting various physical phenomena such as
/// directional attenuation and doppler shift.
///
/// \param enabled `true` to enable spatialization, `false` to disable
///
/// \see `isSpatializationEnabled`
///
////////////////////////////////////////////////////////////
void setSpatializationEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief 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).
///
/// \param position Position of the sound in the scene
///
/// \see `getPosition`
///
////////////////////////////////////////////////////////////
void setPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// \brief Set the 3D direction of the sound in the audio scene
///
/// The direction defines where the sound source is facing
/// in 3D space. It will affect how the sound is attenuated
/// if facing away from the listener.
/// The default direction of a sound is (0, 0, -1).
///
/// \param direction Direction of the sound in the scene
///
/// \see `getDirection`
///
////////////////////////////////////////////////////////////
void setDirection(const Vector3f& direction);
////////////////////////////////////////////////////////////
/// \brief Set the cone properties of the sound in the audio scene
///
/// The cone defines how directional attenuation is applied.
/// The default cone of a sound is (2 * PI, 2 * PI, 1).
///
/// \param cone Cone properties of the sound in the scene
///
/// \see `getCone`
///
////////////////////////////////////////////////////////////
void setCone(const Cone& cone);
////////////////////////////////////////////////////////////
/// \brief Set the 3D velocity of the sound in the audio scene
///
/// The velocity is used to determine how to doppler shift
/// the sound. Sounds moving towards the listener will be
/// perceived to have a higher pitch and sounds moving away
/// from the listener will be perceived to have a lower pitch.
///
/// \param velocity Velocity of the sound in the scene
///
/// \see `getVelocity`
///
////////////////////////////////////////////////////////////
void setVelocity(const Vector3f& velocity);
////////////////////////////////////////////////////////////
/// \brief Set the doppler factor of the sound
///
/// The doppler factor determines how strong the doppler
/// shift will be.
///
/// \param factor New doppler factor to apply to the sound
///
/// \see `getDopplerFactor`
///
////////////////////////////////////////////////////////////
void setDopplerFactor(float factor);
////////////////////////////////////////////////////////////
/// \brief Set the directional attenuation factor of the sound
///
/// Depending on the virtual position of an output channel
/// relative to the listener (such as in surround sound
/// setups), sounds will be attenuated when emitting them
/// from certain channels. This factor determines how strong
/// the attenuation based on output channel position
/// relative to the listener is.
///
/// \param factor New directional attenuation factor to apply to the sound
///
/// \see `getDirectionalAttenuationFactor`
///
////////////////////////////////////////////////////////////
void setDirectionalAttenuationFactor(float factor);
////////////////////////////////////////////////////////////
/// \brief 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 of 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).
///
/// \param relative `true` to set the position relative, `false` to set it absolute
///
/// \see `isRelativeToListener`
///
////////////////////////////////////////////////////////////
void setRelativeToListener(bool relative);
////////////////////////////////////////////////////////////
/// \brief 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.
///
/// \param distance New minimum distance of the sound
///
/// \see `getMinDistance`, `setAttenuation`
///
////////////////////////////////////////////////////////////
void setMinDistance(float distance);
////////////////////////////////////////////////////////////
/// \brief Set the maximum distance of the sound
///
/// The "maximum distance" of a sound is the minimum
/// distance at which it is heard at its minimum volume. Closer
/// than the maximum distance, it will start to fade in according
/// to its attenuation factor.
/// The default value of the maximum distance is the maximum
/// value a float can represent.
///
/// \param distance New maximum distance of the sound
///
/// \see `getMaxDistance`, `setAttenuation`
///
////////////////////////////////////////////////////////////
void setMaxDistance(float distance);
////////////////////////////////////////////////////////////
/// \brief Set the minimum gain of the sound
///
/// When the sound is further away from the listener than
/// the "maximum distance" the attenuated gain is clamped
/// so it cannot go below the minimum gain value.
///
/// \param gain New minimum gain of the sound
///
/// \see `getMinGain`, `setAttenuation`
///
////////////////////////////////////////////////////////////
void setMinGain(float gain);
////////////////////////////////////////////////////////////
/// \brief Set the maximum gain of the sound
///
/// When the sound is closer from the listener than
/// the "minimum distance" the attenuated gain is clamped
/// so it cannot go above the maximum gain value.
///
/// \param gain New maximum gain of the sound
///
/// \see `getMaxGain`, `setAttenuation`
///
////////////////////////////////////////////////////////////
void setMaxGain(float gain);
////////////////////////////////////////////////////////////
/// \brief 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.
///
/// \param attenuation New attenuation factor of the sound
///
/// \see `getAttenuation`, `setMinDistance`
///
////////////////////////////////////////////////////////////
void setAttenuation(float attenuation);
////////////////////////////////////////////////////////////
/// \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
///
////////////////////////////////////////////////////////////
virtual void setEffectProcessor(EffectProcessor effectProcessor);
////////////////////////////////////////////////////////////
/// \brief Get the pitch of the sound
///
/// \return Pitch of the sound
///
/// \see `setPitch`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getPitch() const;
////////////////////////////////////////////////////////////
/// \brief Get the pan of the sound
///
/// \return Pan of the sound
///
/// \see `setPan`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getPan() const;
////////////////////////////////////////////////////////////
/// \brief Get the volume of the sound
///
/// \return Volume of the sound, in the range [0, 100]
///
/// \see `setVolume`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getVolume() const;
////////////////////////////////////////////////////////////
/// \brief Tell whether spatialization of the sound is enabled
///
/// \return `true` if spatialization is enabled, `false` if it's disabled
///
/// \see `setSpatializationEnabled`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool isSpatializationEnabled() const;
////////////////////////////////////////////////////////////
/// \brief Get the 3D position of the sound in the audio scene
///
/// \return Position of the sound
///
/// \see `setPosition`
///
////////////////////////////////////////////////////////////
[[nodiscard]] Vector3f getPosition() const;
////////////////////////////////////////////////////////////
/// \brief Get the 3D direction of the sound in the audio scene
///
/// \return Direction of the sound
///
/// \see `setDirection`
///
////////////////////////////////////////////////////////////
[[nodiscard]] Vector3f getDirection() const;
////////////////////////////////////////////////////////////
/// \brief Get the cone properties of the sound in the audio scene
///
/// \return Cone properties of the sound
///
/// \see `setCone`
///
////////////////////////////////////////////////////////////
[[nodiscard]] Cone getCone() const;
////////////////////////////////////////////////////////////
/// \brief Get the 3D velocity of the sound in the audio scene
///
/// \return Velocity of the sound
///
/// \see `setVelocity`
///
////////////////////////////////////////////////////////////
[[nodiscard]] Vector3f getVelocity() const;
////////////////////////////////////////////////////////////
/// \brief Get the doppler factor of the sound
///
/// \return Doppler factor of the sound
///
/// \see `setDopplerFactor`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getDopplerFactor() const;
////////////////////////////////////////////////////////////
/// \brief Get the directional attenuation factor of the sound
///
/// \return Directional attenuation factor of the sound
///
/// \see `setDirectionalAttenuationFactor`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getDirectionalAttenuationFactor() const;
////////////////////////////////////////////////////////////
/// \brief Tell whether the sound's position is relative to the
/// listener or is absolute
///
/// \return `true` if the position is relative, `false` if it's absolute
///
/// \see `setRelativeToListener`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool isRelativeToListener() const;
////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of the sound
///
/// \return Minimum distance of the sound
///
/// \see `setMinDistance`, `getAttenuation`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getMinDistance() const;
////////////////////////////////////////////////////////////
/// \brief Get the maximum distance of the sound
///
/// \return Maximum distance of the sound
///
/// \see `setMaxDistance`, `getAttenuation`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getMaxDistance() const;
////////////////////////////////////////////////////////////
/// \brief Get the minimum gain of the sound
///
/// \return Minimum gain of the sound
///
/// \see `setMinGain`, `getAttenuation`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getMinGain() const;
////////////////////////////////////////////////////////////
/// \brief Get the maximum gain of the sound
///
/// \return Maximum gain of the sound
///
/// \see `setMaxGain`, `getAttenuation`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getMaxGain() const;
////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of the sound
///
/// \return Attenuation factor of the sound
///
/// \see `setAttenuation`, `getMinDistance`
///
////////////////////////////////////////////////////////////
[[nodiscard]] float getAttenuation() const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
SoundSource& operator=(const SoundSource& right);
////////////////////////////////////////////////////////////
/// \brief Start or resume playing the sound source
///
/// This function starts the source if it was stopped, resumes
/// it if it was paused, and restarts it from the beginning if
/// it was already playing.
///
/// \see `pause`, `stop`
///
////////////////////////////////////////////////////////////
virtual void play() = 0;
////////////////////////////////////////////////////////////
/// \brief Pause the sound source
///
/// This function pauses the source if it was playing,
/// otherwise (source already paused or stopped) it has no effect.
///
/// \see `play`, `stop`
///
////////////////////////////////////////////////////////////
virtual void pause() = 0;
////////////////////////////////////////////////////////////
/// \brief Stop playing the sound source
///
/// This function stops the source 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`
///
////////////////////////////////////////////////////////////
virtual void stop() = 0;
////////////////////////////////////////////////////////////
/// \brief Get the current status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
[[nodiscard]] virtual Status getStatus() const = 0;
protected:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor is meant to be called by derived classes only.
///
////////////////////////////////////////////////////////////
SoundSource() = default;
private:
////////////////////////////////////////////////////////////
/// \brief Get the sound object
///
/// \return The sound object
///
////////////////////////////////////////////////////////////
[[nodiscard]] virtual void* getSound() const = 0;
};
// NOLINTEND(readability-make-member-function-const)
} // namespace sf
////////////////////////////////////////////////////////////
/// \class sf::SoundSource
/// \ingroup audio
///
/// `sf::SoundSource` is not meant to be used directly, it
/// only serves as a common base for all audio objects
/// that can live in the audio environment.
///
/// It defines several properties for the sound: pitch,
/// volume, position, attenuation, etc. All of them can be
/// changed at any time with no impact on performances.
///
/// \see `sf::Sound`, `sf::SoundStream`
///
////////////////////////////////////////////////////////////