Documentation of SFML 2.1

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sf::Sound Class Reference

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

#include <Sound.hpp>

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

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 (Time 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.
 
Time 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 m_source
 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:

  • Control (play, pause, stop)
  • Ability to modify output parameters in real-time (pitch, volume, ...)
  • 3D spatial features (position, attenuation, ...).

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:

buffer.loadFromFile("sound.wav");
sf::Sound sound;
sound.setBuffer(buffer);
sound.play();
See Also
sf::SoundBuffer, sf::Music

Definition at line 45 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)
explicit

Construct the sound with a buffer.

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

Copy constructor.

Parameters
copyInstance 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
Time sf::Sound::getPlayingOffset ( ) const

Get the current playing position of the sound.

Returns
Current playing position, from the beginning of the sound
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
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
rightInstance 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
attenuationNew 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
bufferSound 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
loopTrue 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
distanceNew 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
pitchNew pitch to apply to the sound
See Also
getPitch
void sf::Sound::setPlayingOffset ( Time  timeOffset)

Change the current playing position of the sound.

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

Parameters
timeOffsetNew playing position, from the beginning of the sound
See Also
getPlayingOffset
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
xX coordinate of the position of the sound in the scene
yY coordinate of the position of the sound in the scene
zZ coordinate of the position of the sound in the scene
See Also
getPosition
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
positionPosition 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
relativeTrue 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
volumeVolume 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::m_source
protectedinherited

OpenAL source identifier.

Definition at line 263 of file SoundSource.hpp.


The documentation for this class was generated from the following file: