212 lines
4.5 KiB
C++
212 lines
4.5 KiB
C++
#ifndef RAYLIB_CPP_INCLUDE_SOUND_HPP_
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#define RAYLIB_CPP_INCLUDE_SOUND_HPP_
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#include <string>
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#include "./raylib.hpp"
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#include "./raylib-cpp-utils.hpp"
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#include "./RaylibException.hpp"
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namespace raylib {
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/**
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* Wave/Sound management functions
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*
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* @code
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* raylib::Sound boom("boom.wav");
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* boom.Play();
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* @endcode
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*/
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class Sound : public ::Sound {
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public:
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Sound(const Sound&) = delete;
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Sound& operator=(const Sound&) = delete;
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Sound() {
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stream = { nullptr, nullptr, 0, 0, 0 };
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frameCount = 0;
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}
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Sound(::AudioStream stream, unsigned int frameCount) : ::Sound{stream, frameCount} {
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// Nothing.
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}
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Sound(Sound&& other) {
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set(other);
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other.stream = { nullptr, nullptr, 0, 0, 0 };
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other.frameCount = 0;
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}
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/**
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* Loads a sound from the given file.
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*
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* @throws raylib::RaylibException Throws if the Sound failed to load.
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*/
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Sound(const std::string& fileName) {
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Load(fileName);
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}
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/**
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* Loads a sound from the given Wave.
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*
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* @throws raylib::RaylibException Throws if the Sound failed to load.
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*/
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Sound(const ::Wave& wave) {
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Load(wave);
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}
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~Sound() {
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Unload();
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}
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GETTERSETTER(unsigned int, FrameCount, frameCount)
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GETTERSETTER(::AudioStream, Stream, stream)
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Sound& operator=(Sound&& other) noexcept {
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if (this == &other) {
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return *this;
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}
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Unload();
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set(other);
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other.frameCount = 0;
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other.stream = { nullptr, nullptr, 0, 0, 0 };
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return *this;
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}
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/**
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* Update sound buffer with new data
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*/
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inline Sound& Update(const void *data, int samplesCount) {
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::UpdateSound(*this, data, samplesCount);
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return *this;
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}
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/**
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* Update sound buffer with new data, assuming it's the same sample count.
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*/
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inline Sound& Update(const void *data) {
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::UpdateSound(*this, data, static_cast<int>(frameCount));
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return *this;
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}
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/**
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* Unload sound
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*/
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inline void Unload() {
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// Protect against calling UnloadSound() twice.
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if (frameCount != 0) {
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::UnloadSound(*this);
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frameCount = 0;
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}
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}
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/**
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* Play a sound
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*/
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inline Sound& Play() {
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::PlaySound(*this);
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return *this;
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}
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/**
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* Stop playing a sound
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*/
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inline Sound& Stop() {
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::StopSound(*this);
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return *this;
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}
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/**
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* Pause a sound
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*/
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inline Sound& Pause() {
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::PauseSound(*this);
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return *this;
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}
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/**
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* Resume a paused sound
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*/
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inline Sound& Resume() {
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::ResumeSound(*this);
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return *this;
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}
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/**
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* Check if a sound is currently playing
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*/
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inline bool IsPlaying() const {
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return ::IsSoundPlaying(*this);
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}
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/**
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* Set volume for a sound (1.0 is max level)
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*/
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inline Sound& SetVolume(float volume) {
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::SetSoundVolume(*this, volume);
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return *this;
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}
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/**
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* Set pitch for a sound (1.0 is base level)
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*/
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inline Sound& SetPitch(float pitch) {
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::SetSoundPitch(*this, pitch);
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return *this;
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}
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/**
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* Set pan for a sound (0.5 is center)
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*/
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inline Sound& SetPan(float pan = 0.5f) {
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::SetSoundPan(*this, pan);
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return *this;
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}
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/**
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* Load a sound from the given file.
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*
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* @throws raylib::RaylibException Throws if the Sound failed to load.
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*/
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void Load(const std::string& fileName) {
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set(::LoadSound(fileName.c_str()));
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if (!IsReady()) {
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throw new RaylibException("Failed to load Sound from file");
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}
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}
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/**
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* Loads the given Wave object into the Sound.
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*
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* @throws raylib::RaylibException Throws if the Sound failed to load.
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*/
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void Load(const ::Wave& wave) {
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set(::LoadSoundFromWave(wave));
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if (!IsReady()) {
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throw new RaylibException("Failed to load Wave");
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}
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}
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/**
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* Retrieve whether or not the Sound buffer is loaded.
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*
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* @return True or false depending on whether the Sound buffer is loaded.
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*/
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bool IsReady() const {
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return ::IsSoundReady(*this);
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}
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private:
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void set(const ::Sound& sound) {
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frameCount = sound.frameCount;
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stream = sound.stream;
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}
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};
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} // namespace raylib
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using RSound = raylib::Sound;
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#endif // RAYLIB_CPP_INCLUDE_SOUND_HPP_
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