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0001 ////////////////////////////////////////////////////////////
0002 //
0003 // SFML - Simple and Fast Multimedia Library
0004 // Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org)
0005 //
0006 // This software is provided 'as-is', without any express or implied warranty.
0007 // In no event will the authors be held liable for any damages arising from the use of this software.
0008 //
0009 // Permission is granted to anyone to use this software for any purpose,
0010 // including commercial applications, and to alter it and redistribute it freely,
0011 // subject to the following restrictions:
0012 //
0013 // 1. The origin of this software must not be misrepresented;
0014 //    you must not claim that you wrote the original software.
0015 //    If you use this software in a product, an acknowledgment
0016 //    in the product documentation would be appreciated but is not required.
0017 //
0018 // 2. Altered source versions must be plainly marked as such,
0019 //    and must not be misrepresented as being the original software.
0020 //
0021 // 3. This notice may not be removed or altered from any source distribution.
0022 //
0023 ////////////////////////////////////////////////////////////
0024 
0025 #ifndef SFML_SOUNDSTREAM_HPP
0026 #define SFML_SOUNDSTREAM_HPP
0027 
0028 ////////////////////////////////////////////////////////////
0029 // Headers
0030 ////////////////////////////////////////////////////////////
0031 #include <SFML/Audio/Export.hpp>
0032 #include <SFML/Audio/SoundSource.hpp>
0033 #include <SFML/System/Thread.hpp>
0034 #include <SFML/System/Time.hpp>
0035 #include <SFML/System/Mutex.hpp>
0036 #include <cstdlib>
0037 
0038 
0039 namespace sf
0040 {
0041 ////////////////////////////////////////////////////////////
0042 /// \brief Abstract base class for streamed audio sources
0043 ///
0044 ////////////////////////////////////////////////////////////
0045 class SFML_AUDIO_API SoundStream : public SoundSource
0046 {
0047 public:
0048 
0049     ////////////////////////////////////////////////////////////
0050     /// \brief Structure defining a chunk of audio data to stream
0051     ///
0052     ////////////////////////////////////////////////////////////
0053     struct Chunk
0054     {
0055         const Int16* samples;     //!< Pointer to the audio samples
0056         std::size_t  sampleCount; //!< Number of samples pointed by Samples
0057     };
0058 
0059     ////////////////////////////////////////////////////////////
0060     /// \brief Destructor
0061     ///
0062     ////////////////////////////////////////////////////////////
0063     virtual ~SoundStream();
0064 
0065     ////////////////////////////////////////////////////////////
0066     /// \brief Start or resume playing the audio stream
0067     ///
0068     /// This function starts the stream if it was stopped, resumes
0069     /// it if it was paused, and restarts it from the beginning if
0070     /// it was already playing.
0071     /// This function uses its own thread so that it doesn't block
0072     /// the rest of the program while the stream is played.
0073     ///
0074     /// \see pause, stop
0075     ///
0076     ////////////////////////////////////////////////////////////
0077     void play();
0078 
0079     ////////////////////////////////////////////////////////////
0080     /// \brief Pause the audio stream
0081     ///
0082     /// This function pauses the stream if it was playing,
0083     /// otherwise (stream already paused or stopped) it has no effect.
0084     ///
0085     /// \see play, stop
0086     ///
0087     ////////////////////////////////////////////////////////////
0088     void pause();
0089 
0090     ////////////////////////////////////////////////////////////
0091     /// \brief Stop playing the audio stream
0092     ///
0093     /// This function stops the stream if it was playing or paused,
0094     /// and does nothing if it was already stopped.
0095     /// It also resets the playing position (unlike pause()).
0096     ///
0097     /// \see play, pause
0098     ///
0099     ////////////////////////////////////////////////////////////
0100     void stop();
0101 
0102     ////////////////////////////////////////////////////////////
0103     /// \brief Return the number of channels of the stream
0104     ///
0105     /// 1 channel means a mono sound, 2 means stereo, etc.
0106     ///
0107     /// \return Number of channels
0108     ///
0109     ////////////////////////////////////////////////////////////
0110     unsigned int getChannelCount() const;
0111 
0112     ////////////////////////////////////////////////////////////
0113     /// \brief Get the stream sample rate of the stream
0114     ///
0115     /// The sample rate is the number of audio samples played per
0116     /// second. The higher, the better the quality.
0117     ///
0118     /// \return Sample rate, in number of samples per second
0119     ///
0120     ////////////////////////////////////////////////////////////
0121     unsigned int getSampleRate() const;
0122 
0123     ////////////////////////////////////////////////////////////
0124     /// \brief Get the current status of the stream (stopped, paused, playing)
0125     ///
0126     /// \return Current status
0127     ///
0128     ////////////////////////////////////////////////////////////
0129     Status getStatus() const;
0130 
0131     ////////////////////////////////////////////////////////////
0132     /// \brief Change the current playing position of the stream
0133     ///
0134     /// The playing position can be changed when the stream is
0135     /// either paused or playing. Changing the playing position
0136     /// when the stream is stopped has no effect, since playing
0137     /// the stream would reset its position.
0138     ///
0139     /// \param timeOffset New playing position, from the beginning of the stream
0140     ///
0141     /// \see getPlayingOffset
0142     ///
0143     ////////////////////////////////////////////////////////////
0144     void setPlayingOffset(Time timeOffset);
0145 
0146     ////////////////////////////////////////////////////////////
0147     /// \brief Get the current playing position of the stream
0148     ///
0149     /// \return Current playing position, from the beginning of the stream
0150     ///
0151     /// \see setPlayingOffset
0152     ///
0153     ////////////////////////////////////////////////////////////
0154     Time getPlayingOffset() const;
0155 
0156     ////////////////////////////////////////////////////////////
0157     /// \brief Set whether or not the stream should loop after reaching the end
0158     ///
0159     /// If set, the stream will restart from beginning after
0160     /// reaching the end and so on, until it is stopped or
0161     /// setLoop(false) is called.
0162     /// The default looping state for streams is false.
0163     ///
0164     /// \param loop True to play in loop, false to play once
0165     ///
0166     /// \see getLoop
0167     ///
0168     ////////////////////////////////////////////////////////////
0169     void setLoop(bool loop);
0170 
0171     ////////////////////////////////////////////////////////////
0172     /// \brief Tell whether or not the stream is in loop mode
0173     ///
0174     /// \return True if the stream is looping, false otherwise
0175     ///
0176     /// \see setLoop
0177     ///
0178     ////////////////////////////////////////////////////////////
0179     bool getLoop() const;
0180 
0181 protected:
0182 
0183     enum
0184     {
0185         NoLoop = -1 //!< "Invalid" endSeeks value, telling us to continue uninterrupted
0186     };
0187 
0188     ////////////////////////////////////////////////////////////
0189     /// \brief Default constructor
0190     ///
0191     /// This constructor is only meant to be called by derived classes.
0192     ///
0193     ////////////////////////////////////////////////////////////
0194     SoundStream();
0195 
0196     ////////////////////////////////////////////////////////////
0197     /// \brief Define the audio stream parameters
0198     ///
0199     /// This function must be called by derived classes as soon
0200     /// as they know the audio settings of the stream to play.
0201     /// Any attempt to manipulate the stream (play(), ...) before
0202     /// calling this function will fail.
0203     /// It can be called multiple times if the settings of the
0204     /// audio stream change, but only when the stream is stopped.
0205     ///
0206     /// \param channelCount Number of channels of the stream
0207     /// \param sampleRate   Sample rate, in samples per second
0208     ///
0209     ////////////////////////////////////////////////////////////
0210     void initialize(unsigned int channelCount, unsigned int sampleRate);
0211 
0212     ////////////////////////////////////////////////////////////
0213     /// \brief Request a new chunk of audio samples from the stream source
0214     ///
0215     /// This function must be overridden by derived classes to provide
0216     /// the audio samples to play. It is called continuously by the
0217     /// streaming loop, in a separate thread.
0218     /// The source can choose to stop the streaming loop at any time, by
0219     /// returning false to the caller.
0220     /// If you return true (i.e. continue streaming) it is important that
0221     /// the returned array of samples is not empty; this would stop the stream
0222     /// due to an internal limitation.
0223     ///
0224     /// \param data Chunk of data to fill
0225     ///
0226     /// \return True to continue playback, false to stop
0227     ///
0228     ////////////////////////////////////////////////////////////
0229     virtual bool onGetData(Chunk& data) = 0;
0230 
0231     ////////////////////////////////////////////////////////////
0232     /// \brief Change the current playing position in the stream source
0233     ///
0234     /// This function must be overridden by derived classes to
0235     /// allow random seeking into the stream source.
0236     ///
0237     /// \param timeOffset New playing position, relative to the beginning of the stream
0238     ///
0239     ////////////////////////////////////////////////////////////
0240     virtual void onSeek(Time timeOffset) = 0;
0241 
0242     ////////////////////////////////////////////////////////////
0243     /// \brief Change the current playing position in the stream source to the beginning of the loop
0244     ///
0245     /// This function can be overridden by derived classes to
0246     /// allow implementation of custom loop points. Otherwise,
0247     /// it just calls onSeek(Time::Zero) and returns 0.
0248     ///
0249     /// \return The seek position after looping (or -1 if there's no loop)
0250     ///
0251     ////////////////////////////////////////////////////////////
0252     virtual Int64 onLoop();
0253 
0254     ////////////////////////////////////////////////////////////
0255     /// \brief Set the processing interval
0256     ///
0257     /// The processing interval controls the period at which the
0258     /// audio buffers are filled by calls to onGetData. A smaller
0259     /// interval may be useful for low-latency streams. Note that
0260     /// the given period is only a hint and the actual period may
0261     /// vary. The default processing interval is 10 ms.
0262     ///
0263     /// \param interval Processing interval
0264     ///
0265     ////////////////////////////////////////////////////////////
0266     void setProcessingInterval(Time interval);
0267 
0268 private:
0269 
0270     ////////////////////////////////////////////////////////////
0271     /// \brief Function called as the entry point of the thread
0272     ///
0273     /// This function starts the streaming loop, and returns
0274     /// only when the sound is stopped.
0275     ///
0276     ////////////////////////////////////////////////////////////
0277     void streamData();
0278 
0279     ////////////////////////////////////////////////////////////
0280     /// \brief Fill a new buffer with audio samples, and append
0281     ///        it to the playing queue
0282     ///
0283     /// This function is called as soon as a buffer has been fully
0284     /// consumed; it fills it again and inserts it back into the
0285     /// playing queue.
0286     ///
0287     /// \param bufferNum Number of the buffer to fill (in [0, BufferCount])
0288     /// \param immediateLoop Treat empty buffers as spent, and act on loops immediately
0289     ///
0290     /// \return True if the stream source has requested to stop, false otherwise
0291     ///
0292     ////////////////////////////////////////////////////////////
0293     bool fillAndPushBuffer(unsigned int bufferNum, bool immediateLoop = false);
0294 
0295     ////////////////////////////////////////////////////////////
0296     /// \brief Fill the audio buffers and put them all into the playing queue
0297     ///
0298     /// This function is called when playing starts and the
0299     /// playing queue is empty.
0300     ///
0301     /// \return True if the derived class has requested to stop, false otherwise
0302     ///
0303     ////////////////////////////////////////////////////////////
0304     bool fillQueue();
0305 
0306     ////////////////////////////////////////////////////////////
0307     /// \brief Clear all the audio buffers and empty the playing queue
0308     ///
0309     /// This function is called when the stream is stopped.
0310     ///
0311     ////////////////////////////////////////////////////////////
0312     void clearQueue();
0313 
0314     enum
0315     {
0316         BufferCount = 3,    //!< Number of audio buffers used by the streaming loop
0317         BufferRetries = 2   //!< Number of retries (excluding initial try) for onGetData()
0318     };
0319 
0320     ////////////////////////////////////////////////////////////
0321     // Member data
0322     ////////////////////////////////////////////////////////////
0323     Thread        m_thread;                   //!< Thread running the background tasks
0324     mutable Mutex m_threadMutex;              //!< Thread mutex
0325     Status        m_threadStartState;         //!< State the thread starts in (Playing, Paused, Stopped)
0326     bool          m_isStreaming;              //!< Streaming state (true = playing, false = stopped)
0327     unsigned int  m_buffers[BufferCount];     //!< Sound buffers used to store temporary audio data
0328     unsigned int  m_channelCount;             //!< Number of channels (1 = mono, 2 = stereo, ...)
0329     unsigned int  m_sampleRate;               //!< Frequency (samples / second)
0330     Int32         m_format;                   //!< Format of the internal sound buffers
0331     bool          m_loop;                     //!< Loop flag (true to loop, false to play once)
0332     Uint64        m_samplesProcessed;         //!< Number of samples processed since beginning of the stream
0333     Int64         m_bufferSeeks[BufferCount]; //!< If buffer is an "end buffer", holds next seek position, else NoLoop. For play offset calculation.
0334     Time          m_processingInterval;       //!< Interval for checking and filling the internal sound buffers.
0335 };
0336 
0337 } // namespace sf
0338 
0339 
0340 #endif // SFML_SOUNDSTREAM_HPP
0341 
0342 
0343 ////////////////////////////////////////////////////////////
0344 /// \class sf::SoundStream
0345 /// \ingroup audio
0346 ///
0347 /// Unlike audio buffers (see sf::SoundBuffer), audio streams
0348 /// are never completely loaded in memory. Instead, the audio
0349 /// data is acquired continuously while the stream is playing.
0350 /// This behavior allows to play a sound with no loading delay,
0351 /// and keeps the memory consumption very low.
0352 ///
0353 /// Sound sources that need to be streamed are usually big files
0354 /// (compressed audio musics that would eat hundreds of MB in memory)
0355 /// or files that would take a lot of time to be received
0356 /// (sounds played over the network).
0357 ///
0358 /// sf::SoundStream is a base class that doesn't care about the
0359 /// stream source, which is left to the derived class. SFML provides
0360 /// a built-in specialization for big files (see sf::Music).
0361 /// No network stream source is provided, but you can write your own
0362 /// by combining this class with the network module.
0363 ///
0364 /// A derived class has to override two virtual functions:
0365 /// \li onGetData fills a new chunk of audio data to be played
0366 /// \li onSeek changes the current playing position in the source
0367 ///
0368 /// It is important to note that each SoundStream is played in its
0369 /// own separate thread, so that the streaming loop doesn't block the
0370 /// rest of the program. In particular, the OnGetData and OnSeek
0371 /// virtual functions may sometimes be called from this separate thread.
0372 /// It is important to keep this in mind, because you may have to take
0373 /// care of synchronization issues if you share data between threads.
0374 ///
0375 /// Usage example:
0376 /// \code
0377 /// class CustomStream : public sf::SoundStream
0378 /// {
0379 /// public:
0380 ///
0381 ///     bool open(const std::string& location)
0382 ///     {
0383 ///         // Open the source and get audio settings
0384 ///         ...
0385 ///         unsigned int channelCount = ...;
0386 ///         unsigned int sampleRate = ...;
0387 ///
0388 ///         // Initialize the stream -- important!
0389 ///         initialize(channelCount, sampleRate);
0390 ///     }
0391 ///
0392 /// private:
0393 ///
0394 ///     virtual bool onGetData(Chunk& data)
0395 ///     {
0396 ///         // Fill the chunk with audio data from the stream source
0397 ///         // (note: must not be empty if you want to continue playing)
0398 ///         data.samples = ...;
0399 ///         data.sampleCount = ...;
0400 ///
0401 ///         // Return true to continue playing
0402 ///         return true;
0403 ///     }
0404 ///
0405 ///     virtual void onSeek(sf::Time timeOffset)
0406 ///     {
0407 ///         // Change the current position in the stream source
0408 ///         ...
0409 ///     }
0410 /// };
0411 ///
0412 /// // Usage
0413 /// CustomStream stream;
0414 /// stream.open("path/to/stream");
0415 /// stream.play();
0416 /// \endcode
0417 ///
0418 /// \see sf::Music
0419 ///
0420 ////////////////////////////////////////////////////////////