//! \file Audio.hpp //! Contains all the classes of Gosu's audio system. #ifndef GOSU_AUDIO_HPP #define GOSU_AUDIO_HPP #ifdef WIN32 #ifndef NOMINMAX #define NOMINMAX #endif #include #endif #include #include #include #include #include #include namespace Gosu { // Deprecated. class Audio; //! An instance of a Sample playing. Can be used to stop sounds dynamically, //! or to check if they are finished. //! It is recommended that you throw away sample instances if possible, //! as they could accidentally refer to other sounds being played after //! a very long time has passed. class SampleInstance { int handle, extra; bool alive() const; public: //! Called by Sample, do not use. SampleInstance(int handle, int extra); bool playing() const; bool paused() const; //! Pauses this instance to be resumed afterwards. It will still keep a channel filled while paused. void pause(); void resume(); //! Stops this instance of a sound being played. //! Calling this twice, or too late, does not do any harm. void stop(); //! \param volume Can be anything from 0.0 (silence) to 1.0 (full //! volume). void changeVolume(double volume); //! \param pan Can be anything from -1.0 (left) to 1.0 (right). void changePan(double pan); //! \param speed Playback speed is only limited by FMOD's //! capabilities and can accept very high or low values. Use 1.0 for //! normal playback speed. void changeSpeed(double speed); }; //! A sample is a short sound that is completely loaded in memory, can be //! played multiple times at once and offers very flexible playback //! parameters. Use samples for everything that's not music. class Sample { struct SampleData; boost::shared_ptr data; public: //! Constructs a sample that can be played on the specified audio //! system and loads the sample from a file. explicit Sample(const std::wstring& filename); //! Constructs a sample that can be played on the specified audio //! system and loads the sample data from a stream. explicit Sample(Reader reader); //! Plays the sample without panning. //! \param volume Can be anything from 0.0 (silence) to 1.0 (full //! volume). //! \param speed Playback speed is only limited by the underlying audio library, //! and can accept very high or low values. Use 1.0 for //! normal playback speed. SampleInstance play(double volume = 1, double speed = 1, bool looping = false) const; //! Plays the sample with panning. Even if pan is 0.0, the sample will //! not be as loud as if it were played by calling play() due to the //! way the panning works. //! \param pan Can be anything from -1.0 (left) to 1.0 (right). //! \param volume Can be anything from 0.0 (silence) to 1.0 (full //! volume). //! \param speed Playback speed is only limited by by the underlying audio library, //! and can accept very high //! or low values. Use 1.0 for normal playback speed. SampleInstance playPan(double pan, double volume = 1, double speed = 1, bool looping = false) const; // Deprecated. #ifndef SWIG GOSU_DEPRECATED Sample(Audio& audio, const std::wstring& filename); GOSU_DEPRECATED Sample(Audio& audio, Reader reader); #endif }; //! Songs are less flexible than samples in that they can only be played //! one at a time and without panning or speed parameters. class Song { class BaseData; class ModuleData; class StreamData; boost::scoped_ptr data; public: //! Constructs a song that can be played on the provided audio system //! and loads the song from a file. The type is determined from the //! filename. explicit Song(const std::wstring& filename); //! Constructs a song of the specified type that can be played on the //! provided audio system and loads the song data from a stream. explicit Song(Reader reader); ~Song(); //! Returns the song currently being played or paused, or 0 if //! no song has been played yet or the last song has finished //! playing. static Song* currentSong(); //! Starts or resumes playback of the song. This will stop all other //! songs and set the current song to this object. void play(bool looping = false); //! Pauses playback of the song. It is not considered being played. //! currentSong will stay the same. void pause(); //! Returns true if the song is the current song, but in paused //! mode. bool paused() const; //! Stops playback of this song if it is currently played or paused. //! Afterwards, currentSong will return 0. void stop(); //! Returns true if the song is currently playing. bool playing() const; //! Returns the current volume of the song. double volume() const; //! Changes the volume of the song. void changeVolume(double volume); //! Called every tick by Window for management purposes. static void update(); // Deprecated. #ifndef SWIG //! There are two types of songs that can be loaded as a Song: Streamed //! songs (like OGG) and modules (like MOD or XM). enum Type { stStream, stModule }; GOSU_DEPRECATED Song(Audio&, const std::wstring& filename); GOSU_DEPRECATED Song(Audio&, Type type, Reader reader); #endif }; } #endif