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Diffstat (limited to 'libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/Music.h')
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diff --git a/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/Music.h b/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/Music.h new file mode 100755 index 0000000..604d02a --- /dev/null +++ b/libghack/CSFML-2.1-windows-32bits/CSFML-2.1/include/SFML/Audio/Music.h @@ -0,0 +1,376 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) +// +// 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. +// +//////////////////////////////////////////////////////////// + +#ifndef SFML_MUSIC_H +#define SFML_MUSIC_H + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include <SFML/Audio/Export.h> +#include <SFML/Audio/SoundStatus.h> +#include <SFML/Audio/Types.h> +#include <SFML/System/InputStream.h> +#include <SFML/System/Time.h> +#include <SFML/System/Vector3.h> +#include <stddef.h> + + +//////////////////////////////////////////////////////////// +/// \brief Create a new music and load it from a file +/// +/// This function doesn't start playing the music (call +/// sfMusic_play to do so). +/// Here is a complete list of all the supported audio formats: +/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, +/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. +/// +/// \param filename Path of the music file to open +/// +/// \return A new sfMusic object (NULL if failed) +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfMusic* sfMusic_createFromFile(const char* filename); + +//////////////////////////////////////////////////////////// +/// \brief Create a new music and load it from a file in memory +/// +/// This function doesn't start playing the music (call +/// sfMusic_play to do so). +/// Here is a complete list of all the supported audio formats: +/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, +/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. +/// +/// \param data Pointer to the file data in memory +/// \param sizeInBytes Size of the data to load, in bytes +/// +/// \return A new sfMusic object (NULL if failed) +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfMusic* sfMusic_createFromMemory(const void* data, size_t sizeInBytes); + +//////////////////////////////////////////////////////////// +/// \brief Create a new music and load it from a custom stream +/// +/// This function doesn't start playing the music (call +/// sfMusic_play to do so). +/// Here is a complete list of all the supported audio formats: +/// ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, +/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. +/// +/// \param stream Source stream to read from +/// +/// \return A new sfMusic object (NULL if failed) +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfMusic* sfMusic_createFromStream(sfInputStream* stream); + +//////////////////////////////////////////////////////////// +/// \brief Destroy a music +/// +/// \param music Music to destroy +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_destroy(sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Set whether or not a music should loop after reaching the end +/// +/// If set, the music will restart from beginning after +/// reaching the end and so on, until it is stopped or +/// sfMusic_setLoop(music, sfFalse) is called. +/// The default looping state for musics is false. +/// +/// \param music Music object +/// \param loop sfTrue to play in loop, sfFalse to play once +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setLoop(sfMusic* music, sfBool loop); + +//////////////////////////////////////////////////////////// +/// \brief Tell whether or not a music is in loop mode +/// +/// \param music Music object +/// +/// \return sfTrue if the music is looping, sfFalse otherwise +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfBool sfMusic_getLoop(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the total duration of a music +/// +/// \param music Music object +/// +/// \return Music duration +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfTime sfMusic_getDuration(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Start or resume playing a music +/// +/// This function starts the music 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 music is played. +/// +/// \param music Music object +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_play(sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Pause a music +/// +/// This function pauses the music if it was playing, +/// otherwise (music already paused or stopped) it has no effect. +/// +/// \param music Music object +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_pause(sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Stop playing a music +/// +/// This function stops the music if it was playing or paused, +/// and does nothing if it was already stopped. +/// It also resets the playing position (unlike sfMusic_pause). +/// +/// \param music Music object +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_stop(sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Return the number of channels of a music +/// +/// 1 channel means a mono sound, 2 means stereo, etc. +/// +/// \param music Music object +/// +/// \return Number of channels +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API unsigned int sfMusic_getChannelCount(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the sample rate of a music +/// +/// The sample rate is the number of audio samples played per +/// second. The higher, the better the quality. +/// +/// \param music Music object +/// +/// \return Sample rate, in number of samples per second +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API unsigned int sfMusic_getSampleRate(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the current status of a music (stopped, paused, playing) +/// +/// \param music Music object +/// +/// \return Current status +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfSoundStatus sfMusic_getStatus(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the current playing position of a music +/// +/// \param music Music object +/// +/// \return Current playing position +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfTime sfMusic_getPlayingOffset(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Set the pitch of a music +/// +/// The pitch represents the perceived fundamental frequency +/// of a sound; thus you can make a music more acute or grave +/// by changing its pitch. A side effect of changing the pitch +/// is to modify the playing speed of the music as well. +/// The default value for the pitch is 1. +/// +/// \param music Music object +/// \param pitch New pitch to apply to the music +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setPitch(sfMusic* music, float pitch); + +//////////////////////////////////////////////////////////// +/// \brief Set the volume of a music +/// +/// The volume is a value between 0 (mute) and 100 (full volume). +/// The default value for the volume is 100. +/// +/// \param music Music object +/// \param volume Volume of the music +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setVolume(sfMusic* music, float volume); + +//////////////////////////////////////////////////////////// +/// \brief Set the 3D position of a music in the audio scene +/// +/// Only musics with one channel (mono musics) can be +/// spatialized. +/// The default position of a music is (0, 0, 0). +/// +/// \param music Music object +/// \param position Position of the music in the scene +// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setPosition(sfMusic* music, sfVector3f position); + +//////////////////////////////////////////////////////////// +/// \brief Make a musics's position relative to the listener or absolute +/// +/// Making a music 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 musics, musics that are +/// produced by the listener, or musics attached to it. +/// The default value is false (position is absolute). +/// +/// \param music Music object +/// \param relative sfTrue to set the position relative, sfFalse to set it absolute +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setRelativeToListener(sfMusic* music, sfBool relative); + +//////////////////////////////////////////////////////////// +/// \brief Set the minimum distance of a music +/// +/// The "minimum distance" of a music 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 music Music object +/// \param distance New minimum distance of the music +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setMinDistance(sfMusic* music, float distance); + +//////////////////////////////////////////////////////////// +/// \brief Set the attenuation factor of a music +/// +/// The attenuation is a multiplicative factor which makes +/// the music more or less loud according to its distance +/// from the listener. An attenuation of 0 will produce a +/// non-attenuated music, 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 music fade out +/// very quickly as it gets further from the listener. +/// The default value of the attenuation is 1. +/// +/// \param music Music object +/// \param attenuation New attenuation factor of the music +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setAttenuation(sfMusic* music, float attenuation); + +//////////////////////////////////////////////////////////// +/// \brief Change the current playing position of a music +/// +/// The playing position can be changed when the music is +/// either paused or playing. +/// +/// \param music Music object +/// \param timeOffset New playing position +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API void sfMusic_setPlayingOffset(sfMusic* music, sfTime timeOffset); + +//////////////////////////////////////////////////////////// +/// \brief Get the pitch of a music +/// +/// \param music Music object +/// +/// \return Pitch of the music +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfMusic_getPitch(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the volume of a music +/// +/// \param music Music object +/// +/// \return Volume of the music, in the range [0, 100] +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfMusic_getVolume(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the 3D position of a music in the audio scene +/// +/// \param music Music object +/// +/// \return Position of the music in the world +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfVector3f sfMusic_getPosition(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Tell whether a music's position is relative to the +/// listener or is absolute +/// +/// \param music Music object +/// +/// \return sfTrue if the position is relative, sfFalse if it's absolute +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API sfBool sfMusic_isRelativeToListener(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the minimum distance of a music +/// +/// \param music Music object +/// +/// \return Minimum distance of the music +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfMusic_getMinDistance(const sfMusic* music); + +//////////////////////////////////////////////////////////// +/// \brief Get the attenuation factor of a music +/// +/// \param music Music object +/// +/// \return Attenuation factor of the music +/// +//////////////////////////////////////////////////////////// +CSFML_AUDIO_API float sfMusic_getAttenuation(const sfMusic* music); + + +#endif // SFML_MUSIC_H |