class EE::Audio::SoundSource

Overview

Base class defining a sound’s properties. More…

#include <soundsource.hpp>

class SoundSource: private EE::Audio::AlResource {
public:
    // enums

    enum Status;

    // construction

    SoundSource(const SoundSource& copy);
    virtual ~SoundSource();

    // 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

Base class defining a sound’s properties.

SoundSource is not meant to be used directly, it only serves as a common base for all audio objects that can live in the audio environment.

It defines several properties for the sound: pitch, volume, position, attenuation, etc. All of them can be changed at any time with no impact on performances.

See also:

Sound, SoundStream

Construction

SoundSource(const SoundSource& copy)

Copy constructor.

Parameters:

copy

Instance to copy

Methods

void setPitch(float pitch)

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:

pitch

New pitch to apply to the sound

See also:

getPitch

void setVolume(float volume)

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:

volume

Volume of the sound

See also:

getVolume

void setPosition(float x, float y, float z)

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:

x

X coordinate of the position of the sound in the scene

y

Y coordinate of the position of the sound in the scene

z

Z coordinate of the position of the sound in the scene

See also:

getPosition

void setPosition(const Vector3f& position)

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:

position

Position of the sound in the scene

See also:

getPosition

void setRelativeToListener(bool 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 of 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:

relative

True to set the position relative, false to set it absolute

See also:

isRelativeToListener

void setMinDistance(float distance)

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:

distance

New minimum distance of the sound

See also:

getMinDistance, setAttenuation

void setAttenuation(float attenuation)

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:

attenuation

New attenuation factor of the sound

See also:

getAttenuation, setMinDistance

float getPitch() const

Get the pitch of the sound.

Returns:

Pitch of the sound

See also:

setPitch

float getVolume() const

Get the volume of the sound.

Returns:

Volume of the sound, in the range [0, 100]

See also:

setVolume

Vector3f getPosition() const

Get the 3D position of the sound in the audio scene.

Returns:

Position of the sound

See also:

setPosition

bool isRelativeToListener() const

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

float getMinDistance() const

Get the minimum distance of the sound.

Returns:

Minimum distance of the sound

See also:

setMinDistance, getAttenuation

float getAttenuation() const

Get the attenuation factor of the sound.

Returns:

Attenuation factor of the sound

See also:

setAttenuation, getMinDistance

SoundSource& operator=(const SoundSource& right)

Overload of assignment operator.

Parameters:

right

Instance to assign

Returns:

Reference to self

virtual void play() = 0

Start or resume playing the sound source.

This function starts the source if it was stopped, resumes it if it was paused, and restarts it from the beginning if it was already playing.

See also:

pause, stop

virtual void pause() = 0

Pause the sound source.

This function pauses the source if it was playing, otherwise (source already paused or stopped) it has no effect.

See also:

play, stop

virtual void stop() = 0

Stop playing the sound source.

This function stops the source 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

virtual Status getStatus() const

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

Returns:

Current status of the sound