class EE::Audio::SoundBufferRecorder¶
Overview¶
Specialized SoundRecorder which stores the captured audio data into a sound buffer. More…
#include <soundbufferrecorder.hpp> class SoundBufferRecorder: public EE::Audio::SoundRecorder { public: // construction ~SoundBufferRecorder(); // methods const SoundBuffer& getBuffer() const; };
Inherited Members¶
public: // methods bool start(unsigned int sampleRate = 44100); void stop(); unsigned int getSampleRate() const; bool setDevice(const std::string& name); const std::string& getDevice() const; void setChannelCount(unsigned int channelCount); unsigned int getChannelCount() const; bool isCapturing(); static std::vector<std::string> getAvailableDevices(); static std::string getDefaultDevice(); static bool isAvailable();
Detailed Documentation¶
Specialized SoundRecorder which stores the captured audio data into a sound buffer.
SoundBufferRecorder allows to access a recorded sound through a SoundBuffer, so that it can be played, saved to a file, etc.
It has the same simple interface as its base class (start(), stop()) and adds a function to retrieve the recorded sound buffer (getBuffer()).
As usual, don’t forget to call the isAvailable() function before using this class (see SoundRecorder for more details about this).
Usage example:
if (SoundBufferRecorder::isAvailable()) { // Record some audio data SoundBufferRecorder recorder; recorder.start(); ... recorder.stop(); // Get the buffer containing the captured audio data const SoundBuffer& buffer = recorder.getBuffer(); // Save it to a file (for example...) buffer.saveToFile("my_record.ogg"); }
See also:
Methods¶
const SoundBuffer& getBuffer() const
Get the sound buffer containing the captured audio data.
The sound buffer is valid only after the capture has ended. This function provides a read-only access to the internal sound buffer, but it can be copied if you need to make any modification to it.
Returns:
Read-only access to the sound buffer