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C++

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