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

386 lines
14 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/SoundChannel.hpp>
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Time.hpp>
#include <memory>
#include <optional>
#include <vector>
#include <cstddef>
#include <cstdint>
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<SoundChannel> 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<SoundChannel>& 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<std::uint64_t> onLoop();
private:
////////////////////////////////////////////////////////////
/// \brief Get the sound object
///
/// \return The sound object
///
////////////////////////////////////////////////////////////
[[nodiscard]] void* getSound() const override;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
struct Impl;
std::unique_ptr<Impl> 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`
///
////////////////////////////////////////////////////////////