#include <SFML/Audio/Export.h>
#include <SFML/Audio/SoundStatus.h>
#include <SFML/Audio/Types.h>
#include <SFML/System/Time.h>
#include <SFML/System/Vector3.h>
Go to the source code of this file.
Functions | |
CSFML_AUDIO_API sfSound * | sfSound_create (void) |
Create a new sound. | |
CSFML_AUDIO_API sfSound * | sfSound_copy (const sfSound *sound) |
Create a new sound by copying an existing one. | |
CSFML_AUDIO_API void | sfSound_destroy (sfSound *sound) |
Destroy a sound. | |
CSFML_AUDIO_API void | sfSound_play (sfSound *sound) |
Start or resume playing a sound. | |
CSFML_AUDIO_API void | sfSound_pause (sfSound *sound) |
Pause a sound. | |
CSFML_AUDIO_API void | sfSound_stop (sfSound *sound) |
Stop playing a sound. | |
CSFML_AUDIO_API void | sfSound_setBuffer (sfSound *sound, const sfSoundBuffer *buffer) |
Set the source buffer containing the audio data to play. | |
CSFML_AUDIO_API const sfSoundBuffer * | sfSound_getBuffer (const sfSound *sound) |
Get the audio buffer attached to a sound. | |
CSFML_AUDIO_API void | sfSound_setLoop (sfSound *sound, sfBool loop) |
Set whether or not a sound should loop after reaching the end. | |
CSFML_AUDIO_API sfBool | sfSound_getLoop (const sfSound *sound) |
Tell whether or not a sound is in loop mode. | |
CSFML_AUDIO_API sfSoundStatus | sfSound_getStatus (const sfSound *sound) |
Get the current status of a sound (stopped, paused, playing) | |
CSFML_AUDIO_API void | sfSound_setPitch (sfSound *sound, float pitch) |
Set the pitch of a sound. | |
CSFML_AUDIO_API void | sfSound_setVolume (sfSound *sound, float volume) |
Set the volume of a sound. | |
CSFML_AUDIO_API void | sfSound_setPosition (sfSound *sound, sfVector3f position) |
Set the 3D position of a sound in the audio scene. | |
CSFML_AUDIO_API void | sfSound_setRelativeToListener (sfSound *sound, sfBool relative) |
Make the sound's position relative to the listener or absolute. | |
CSFML_AUDIO_API void | sfSound_setMinDistance (sfSound *sound, float distance) |
Set the minimum distance of a sound. | |
CSFML_AUDIO_API void | sfSound_setAttenuation (sfSound *sound, float attenuation) |
Set the attenuation factor of a sound. | |
CSFML_AUDIO_API void | sfSound_setPlayingOffset (sfSound *sound, sfTime timeOffset) |
Change the current playing position of a sound. | |
CSFML_AUDIO_API float | sfSound_getPitch (const sfSound *sound) |
Get the pitch of a sound. | |
CSFML_AUDIO_API float | sfSound_getVolume (const sfSound *sound) |
Get the volume of a sound. | |
CSFML_AUDIO_API sfVector3f | sfSound_getPosition (const sfSound *sound) |
Get the 3D position of a sound in the audio scene. | |
CSFML_AUDIO_API sfBool | sfSound_isRelativeToListener (const sfSound *sound) |
Tell whether a sound's position is relative to the listener or is absolute. | |
CSFML_AUDIO_API float | sfSound_getMinDistance (const sfSound *sound) |
Get the minimum distance of a sound. | |
CSFML_AUDIO_API float | sfSound_getAttenuation (const sfSound *sound) |
Get the attenuation factor of a sound. | |
CSFML_AUDIO_API sfTime | sfSound_getPlayingOffset (const sfSound *sound) |
Get the current playing position of a sound. | |
CSFML_AUDIO_API sfSound* sfSound_copy | ( | const sfSound * | sound | ) |
Create a new sound by copying an existing one.
sound | Sound to copy |
CSFML_AUDIO_API sfSound* sfSound_create | ( | void | ) |
Create a new sound.
CSFML_AUDIO_API void sfSound_destroy | ( | sfSound * | sound | ) |
Destroy a sound.
sound | Sound to destroy |
CSFML_AUDIO_API float sfSound_getAttenuation | ( | const sfSound * | sound | ) |
Get the attenuation factor of a sound.
sound | Sound object |
CSFML_AUDIO_API const sfSoundBuffer* sfSound_getBuffer | ( | const sfSound * | sound | ) |
Get the audio buffer attached to a sound.
sound | Sound object |
CSFML_AUDIO_API sfBool sfSound_getLoop | ( | const sfSound * | sound | ) |
Tell whether or not a sound is in loop mode.
sound | Sound object |
CSFML_AUDIO_API float sfSound_getMinDistance | ( | const sfSound * | sound | ) |
Get the minimum distance of a sound.
sound | Sound object |
CSFML_AUDIO_API float sfSound_getPitch | ( | const sfSound * | sound | ) |
Get the pitch of a sound.
sound | Sound object |
CSFML_AUDIO_API sfTime sfSound_getPlayingOffset | ( | const sfSound * | sound | ) |
Get the current playing position of a sound.
sound | Sound object |
CSFML_AUDIO_API sfVector3f sfSound_getPosition | ( | const sfSound * | sound | ) |
Get the 3D position of a sound in the audio scene.
sound | Sound object |
CSFML_AUDIO_API sfSoundStatus sfSound_getStatus | ( | const sfSound * | sound | ) |
Get the current status of a sound (stopped, paused, playing)
sound | Sound object |
CSFML_AUDIO_API float sfSound_getVolume | ( | const sfSound * | sound | ) |
Get the volume of a sound.
sound | Sound object |
CSFML_AUDIO_API sfBool sfSound_isRelativeToListener | ( | const sfSound * | sound | ) |
Tell whether a sound's position is relative to the listener or is absolute.
sound | Sound object |
CSFML_AUDIO_API void sfSound_pause | ( | sfSound * | sound | ) |
Pause a sound.
This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
sound | Sound object |
CSFML_AUDIO_API void sfSound_play | ( | sfSound * | sound | ) |
Start or resume playing a sound.
This function starts the sound 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.
sound | Sound object |
CSFML_AUDIO_API void sfSound_setAttenuation | ( | sfSound * | sound, |
float | attenuation | ||
) |
Set the attenuation factor of a 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.
sound | Sound object |
attenuation | New attenuation factor of the sound |
CSFML_AUDIO_API void sfSound_setBuffer | ( | sfSound * | sound, |
const sfSoundBuffer * | 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 sfSoundBuffer object must remain alive as long as it is attached to the sound.
sound | Sound object |
buffer | Sound buffer to attach to the sound |
CSFML_AUDIO_API void sfSound_setLoop | ( | sfSound * | sound, |
sfBool | loop | ||
) |
Set whether or not a 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 sfSound_setLoop(sound, sfFalse) is called. The default looping state for sounds is false.
sound | Sound object |
loop | sfTrue to play in loop, sfFalse to play once |
CSFML_AUDIO_API void sfSound_setMinDistance | ( | sfSound * | sound, |
float | distance | ||
) |
Set the minimum distance of a 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.
sound | Sound object |
distance | New minimum distance of the sound |
CSFML_AUDIO_API void sfSound_setPitch | ( | sfSound * | sound, |
float | pitch | ||
) |
Set the pitch of a 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.
sound | Sound object |
pitch | New pitch to apply to the sound |
CSFML_AUDIO_API void sfSound_setPlayingOffset | ( | sfSound * | sound, |
sfTime | timeOffset | ||
) |
Change the current playing position of a sound.
The playing position can be changed when the sound is either paused or playing.
sound | Sound object |
timeOffset | New playing position |
CSFML_AUDIO_API void sfSound_setPosition | ( | sfSound * | sound, |
sfVector3f | position | ||
) |
Set the 3D position of a 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).
sound | Sound object |
position | Position of the sound in the scene |
CSFML_AUDIO_API void sfSound_setRelativeToListener | ( | sfSound * | sound, |
sfBool | relative | ||
) |
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).
sound | Sound object |
relative | sfTrue to set the position relative, sfFalse to set it absolute |
CSFML_AUDIO_API void sfSound_setVolume | ( | sfSound * | sound, |
float | volume | ||
) |
Set the volume of a sound.
The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.
sound | Sound object |
volume | Volume of the sound |
CSFML_AUDIO_API void sfSound_stop | ( | sfSound * | sound | ) |
Stop playing a 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 sfSound_pause).
sound | Sound object |