class EE::Audio::Sound

Overview

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

#include <sound.hpp>

class Sound: public EE::Audio::SoundSource {
public:
    // construction

    Sound();
    Sound(const SoundBuffer& buffer);
    Sound(const Sound& copy);
    ~Sound();

    // methods

    virtual void play();
    virtual void pause();
    virtual void stop();
    void setBuffer(const SoundBuffer& buffer);
    void setLoop(bool loop);
    void setPlayingOffset(Time timeOffset);
    const SoundBuffer* getBuffer() const;
    bool getLoop() const;
    Time getPlayingOffset() const;
    virtual Status getStatus() const;
    Sound& operator=(const Sound& right);
    void resetBuffer();
};

Inherited Members

public:
    // enums

    enum Status;

    // methods

    void setPitch(float pitch);
    void setVolume(float volume);
    void setPosition(float x, float y, float z);
    void setPosition(const Vector3f& position);
    void setRelativeToListener(bool relative);
    void setMinDistance(float distance);
    void setAttenuation(float attenuation);
    float getPitch() const;
    float getVolume() const;
    Vector3f getPosition() const;
    bool isRelativeToListener() const;
    float getMinDistance() const;
    float getAttenuation() const;
    SoundSource& operator=(const SoundSource& right);
    virtual void play() = 0;
    virtual void pause() = 0;
    virtual void stop() = 0;
    virtual Status getStatus() const;

Detailed Documentation

Regular sound that can be played in the audio environment.

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, …).

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 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 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:

SoundBuffer buffer;
buffer.loadFromFile("sound.wav");

Sound sound;
sound.setBuffer(buffer);
sound.play();

See also:

SoundBuffer, Music

Construction

Sound(const SoundBuffer& buffer)

Construct the sound with a buffer.

Parameters:

buffer

Sound buffer containing the audio data to play with the sound

Sound(const Sound& copy)

Copy constructor.

Parameters:

copy

Instance to copy

Methods

virtual void 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

virtual void 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

virtual void 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

void 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 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 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 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. Changing the playing position when the sound is stopped has no effect, since playing the sound will reset its position.

Parameters:

timeOffset

New playing position, from the beginning of the sound

See also:

getPlayingOffset

const SoundBuffer* getBuffer() const

Get the audio buffer attached to the sound.

Returns:

Sound buffer attached to the sound (can be NULL)

bool getLoop() const

Tell whether or not the sound is in loop mode.

Returns:

True if the sound is looping, false otherwise

See also:

setLoop

Time getPlayingOffset() const

Get the current playing position of the sound.

Returns:

Current playing position, from the beginning of the sound

See also:

setPlayingOffset

virtual Status getStatus() const

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

Returns:

Current status of the sound

Sound& operator=(const Sound& right)

Overload of assignment operator.

Parameters:

right

Instance to assign

Returns:

Reference to self

void 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 SoundBuffer that this sound uses, when it is destroyed in order to prevent the sound from using a dead buffer.