sf::Sound Class Reference
[Audio module]

Regular sound that can be played in the audio environment. More...

#include <Sound.hpp>

Inheritance diagram for sf::Sound:
sf::SoundSource

List of all members.

Public Types

enum  Status {
  Stopped,
  Paused,
  Playing
}
 

Enumeration of the sound source states.

More...

Public Member Functions

 Sound ()
 Default constructor.
 Sound (const SoundBuffer &buffer)
 Construct the sound with a buffer.
 Sound (const Sound &copy)
 Copy constructor.
 ~Sound ()
 Destructor.
void Play ()
 Start or resume playing the sound.
void Pause ()
 Pause the sound.
void Stop ()
 Stop playing the sound.
void SetBuffer (const SoundBuffer &buffer)
 Set the source buffer containing the audio data to play.
void SetLoop (bool loop)
 Set whether or not the sound should loop after reaching the end.
void SetPlayingOffset (Uint32 timeOffset)
 Change the current playing position of the sound.
const SoundBufferGetBuffer () const
 Get the audio buffer attached to the sound.
bool GetLoop () const
 Tell whether or not the sound is in loop mode.
Uint32 GetPlayingOffset () const
 Get the current playing position of the sound.
Status GetStatus () const
 Get the current status of the sound (stopped, paused, playing).
Soundoperator= (const Sound &right)
 Overload of assignment operator.
void ResetBuffer ()
 Reset the internal buffer of the sound.
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 Attributes

unsigned int mySource
 OpenAL source identifier.

Detailed Description

Regular sound that can be played in the audio environment.

sf::Sound is the class to use to play sounds.

It provides:

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 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:

 sf::SoundBuffer buffer;
 buffer.LoadFromFile("sound.wav");

 sf::Sound sound;
 sound.SetBuffer(buffer);
 sound.Play();
See also:
sf::SoundBuffer, sf::Music

Definition at line 44 of file Sound.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::Sound::Sound (  ) 

Default constructor.

sf::Sound::Sound ( const SoundBuffer buffer  ) 

Construct the sound with a buffer.

Parameters:
buffer Sound buffer containing the audio data to play with the sound
sf::Sound::Sound ( const Sound copy  ) 

Copy constructor.

Parameters:
copy Instance to copy
sf::Sound::~Sound (  ) 

Destructor.


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
const SoundBuffer* sf::Sound::GetBuffer (  )  const

Get the audio buffer attached to the sound.

Returns:
Sound buffer attached to the sound (can be NULL)
bool sf::Sound::GetLoop (  )  const

Tell whether or not the sound is in loop mode.

Returns:
True if the sound is looping, false otherwise
See also:
SetLoop
float sf::SoundSource::GetMinDistance (  )  const [inherited]

Get the minimum distance of the sound.

Returns:
Minimum distance of the sound
See also:
SetMinDistance, GetAttenuation
float sf::SoundSource::GetPitch (  )  const [inherited]

Get the pitch of the sound.

Returns:
Pitch of the sound
See also:
SetPitch
Uint32 sf::Sound::GetPlayingOffset (  )  const

Get the current playing position of the sound.

Returns:
Current playing position, in milliseconds
See also:
SetPlayingOffset
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
Status sf::Sound::GetStatus (  )  const

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

Returns:
Current status of the sound

Reimplemented from sf::SoundSource.

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
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
Sound& sf::Sound::operator= ( const Sound right  ) 

Overload of assignment operator.

Parameters:
right Instance to assign
Returns:
Reference to self
void sf::Sound::Pause (  ) 

Pause the sound.

This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.

See also:
Play, Stop
void sf::Sound::Play (  ) 

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 also:
Pause, Stop
void sf::Sound::ResetBuffer (  ) 

Reset the internal buffer of the sound.

This function is for internal use only, you don't have to use it. It is called by the sf::SoundBuffer that this sound uses, when it is destroyed in order to prevent the sound from using a dead buffer.

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
void sf::Sound::SetBuffer ( const SoundBuffer buffer  ) 

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.

Parameters:
buffer Sound buffer to attach to the sound
See also:
GetBuffer
void sf::Sound::SetLoop ( bool  loop  ) 

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 SetLoop(false) is called. The default looping state for sound is false.

Parameters:
loop True to play in loop, false to play once
See also:
GetLoop
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
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
void sf::Sound::SetPlayingOffset ( Uint32  timeOffset  ) 

Change the current playing position of the sound.

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

Parameters:
timeOffset New playing position, in milliseconds
See also:
GetPlayingOffset
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
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
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
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
void sf::Sound::Stop (  ) 

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 also:
Play, Pause

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 file: