CSFML 3.0.0
Loading...
Searching...
No Matches
Classes | Functions
Music.h File Reference
`#include <CSFML/Audio/Export.h>`
`#include <CSFML/Audio/EffectProcessor.h>`
`#include <CSFML/Audio/SoundChannel.h>`
`#include <CSFML/Audio/SoundSourceCone.h>`
`#include <CSFML/Audio/SoundStatus.h>`
`#include <CSFML/Audio/Types.h>`
`#include <CSFML/System/InputStream.h>`
`#include <CSFML/System/Time.h>`
`#include <CSFML/System/Vector3.h>`
`#include <stddef.h>`

Go to the source code of this file.

## Classes

struct | sfTimeSpan
| Structure defining a time range. More...

## Functions

sfMusic * | sfMusic_createFromFile (const char *filename)
| Create a new music and load it from a file.
sfMusic * | sfMusic_createFromMemory (const void *data, size_t sizeInBytes)
| Create a new music and load it from a file in memory.
sfMusic * | sfMusic_createFromStream (sfInputStream *stream)
| Create a new music and load it from a custom stream.
void | sfMusic_destroy (const sfMusic *music)
| Destroy a music.
void | sfMusic_setLooping (sfMusic *music, bool loop)
| Set whether or not a music should loop after reaching the end.
bool | sfMusic_isLooping (const sfMusic *music)
| Tell whether or not a music is in loop mode.
void | sfMusic_setEffectProcessor (sfMusic *music, sfEffectProcessor effectProcessor)
| Set the effect processor to be applied to the sound.
sfTime | sfMusic_getDuration (const sfMusic *music)
| Get the total duration of a music.
sfTimeSpan | sfMusic_getLoopPoints (const sfMusic *music)
| Get the positions of the of the sound's looping sequence.
void | sfMusic_setLoopPoints (sfMusic *music, sfTimeSpan timePoints)
| Sets the beginning and end of the sound's looping sequence using sfTime.
void | sfMusic_play (sfMusic *music)
| Start or resume playing a music.
void | sfMusic_pause (sfMusic *music)
| Pause a music.
void | sfMusic_stop (sfMusic *music)
| Stop playing a music.
unsigned int | sfMusic_getChannelCount (const sfMusic *music)
| Return the number of channels of a music.
unsigned int | sfMusic_getSampleRate (const sfMusic *music)
| Get the sample rate of a music.
const sfSoundChannel * | sfMusic_getChannelMap (const sfMusic *music, size_t *count)
| Get the map of position in sample frame to sound channel.
sfSoundStatus | sfMusic_getStatus (const sfMusic *music)
| Get the current status of a music (stopped, paused, playing).
sfTime | sfMusic_getPlayingOffset (const sfMusic *music)
| Get the current playing position of a music.
void | sfMusic_setPitch (sfMusic *music, float pitch)
| Set the pitch of a music.
void | sfMusic_setPan (sfMusic *music, float pan)
| Set the pan of the sound.
void | sfMusic_setVolume (sfMusic *music, float volume)
| Set the volume of a music.
void | sfMusic_setSpatializationEnabled (sfMusic *music, bool enabled)
| Set whether spatialization of the sound is enabled.
void | sfMusic_setPosition (sfMusic *music, sfVector3f position)
| Set the 3D position of a music in the audio scene.
void | sfMusic_setDirection (sfMusic *music, sfVector3f direction)
| Set the 3D direction of the sound in the audio scene.
void | sfMusic_setCone (sfMusic *music, sfSoundSourceCone cone)
| Set the cone properties of the sound in the audio scene.
void | sfMusic_setVelocity (sfMusic *music, sfVector3f velocity)
| Set the 3D velocity of the sound in the audio scene.
void | sfMusic_setDopplerFactor (sfMusic *music, float factor)
| Set the doppler factor of the sound.
void | sfMusic_setDirectionalAttenuationFactor (sfMusic *music, float factor)
| Set the directional attenuation factor of the sound.
void | sfMusic_setRelativeToListener (sfMusic *music, bool relative)
| Make a musics's position relative to the listener or absolute.
void | sfMusic_setMinDistance (sfMusic *music, float distance)
| Set the minimum distance of a music.
void | sfMusic_setMaxDistance (sfMusic *music, float distance)
| Set the maximum distance of the sound.
void | sfMusic_setMinGain (sfMusic *music, float gain)
| Set the minimum gain of the sound.
void | sfMusic_setMaxGain (sfMusic *music, float gain)
| Set the maximum gain of the sound.
void | sfMusic_setAttenuation (sfMusic *music, float attenuation)
| Set the attenuation factor of a music.
void | sfMusic_setPlayingOffset (sfMusic *music, sfTime timeOffset)
| Change the current playing position of a music.
float | sfMusic_getPitch (const sfMusic *music)
| Get the pitch of a music.
float | sfMusic_getPan (const sfMusic *music)
| Get the pan of the sound.
bool | sfMusic_isSpatializationEnabled (const sfMusic *music)
| Tell whether spatialization of the sound is enabled.
float | sfMusic_getVolume (const sfMusic *music)
| Get the volume of a music.
sfVector3f | sfMusic_getPosition (const sfMusic *music)
| Get the 3D position of a music in the audio scene.
sfVector3f | sfMusic_getDirection (const sfMusic *music)
| Get the 3D direction of the sound in the audio scene.
sfSoundSourceCone | sfMusic_getCone (const sfMusic *music)
| Get the cone properties of the sound in the audio scene.
sfVector3f | sfMusic_getVelocity (const sfMusic *music)
| Get the 3D velocity of the sound in the audio scene.
float | sfMusic_getDopplerFactor (const sfMusic *music)
| Get the doppler factor of the sound.
float | sfMusic_getDirectionalAttenuationFactor (const sfMusic *music)
| Get the directional attenuation factor of the sound.
bool | sfMusic_isRelativeToListener (const sfMusic *music)
| Tell whether a music's position is relative to the listener or is absolute.
float | sfMusic_getMinDistance (const sfMusic *music)
| Get the minimum distance of a music.
float | sfMusic_getMaxDistance (const sfMusic *music)
| Get the maximum distance of the sound.
float | sfMusic_getMinGain (const sfMusic *music)
| Get the minimum gain of the sound.
float | sfMusic_getMaxGain (const sfMusic *music)
| Get the maximum gain of the sound.
float | sfMusic_getAttenuation (const sfMusic *music)
| Get the attenuation factor of a music.

## Function Documentation

## ◆ sfMusic_createFromFile()

sfMusic * sfMusic_createFromFile | ( | const char * | filename | ) |

Create a new music and load it from a file.

This function doesn't start playing the music (call sfMusic_play to do so). Here is a complete list of all the supported audio formats: ogg, wav, flac, mp3, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.

Parameters

  filename | Path of the music file to open

Returns
  A new sfMusic object (NULL if failed)

## ◆ sfMusic_createFromMemory()

sfMusic * sfMusic_createFromMemory | ( | const void * | data,
|  | size_t | sizeInBytes )

Create a new music and load it from a file in memory.

This function doesn't start playing the music (call sfMusic_play to do so). Here is a complete list of all the supported audio formats: ogg, wav, flac, mp3, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.

Parameters

  data | Pointer to the file data in memory
  sizeInBytes | Size of the data to load, in bytes

Returns
  A new sfMusic object (NULL if failed)

## ◆ sfMusic_createFromStream()

sfMusic * sfMusic_createFromStream | ( | sfInputStream * | stream | ) |

Create a new music and load it from a custom stream.

This function doesn't start playing the music (call sfMusic_play to do so). Here is a complete list of all the supported audio formats: ogg, wav, flac, mp3, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.

Parameters

  stream | Source stream to read from

Returns
  A new sfMusic object (NULL if failed)

## ◆ sfMusic_destroy()

void sfMusic_destroy | ( | const sfMusic * | music | ) |

Destroy a music.

Parameters

  music | Music to destroy

## ◆ sfMusic_getAttenuation()

float sfMusic_getAttenuation | ( | const sfMusic * | music | ) |

Get the attenuation factor of a music.

Parameters

  music | Music object

Returns
  Attenuation factor of the music

## ◆ sfMusic_getChannelCount()

unsigned int sfMusic_getChannelCount | ( | const sfMusic * | music | ) |

Return the number of channels of a music.

1 channel means a mono sound, 2 means stereo, etc.

Parameters

  music | Music object

Returns
  Number of channels

## ◆ sfMusic_getChannelMap()

const sfSoundChannel * sfMusic_getChannelMap | ( | const sfMusic * | music,
|  | size_t * | count )

Get the map of position in sample frame to sound channel.

This is used to map a sample in the sample stream to a position during spatialization.

Parameters

  music | Music object
  count | Pointer to a variable that will be filled with the number of channels in the map

Returns
  Map of position in sample frame to sound channel

## ◆ sfMusic_getCone()

sfSoundSourceCone sfMusic_getCone | ( | const sfMusic * | music | ) |

Get the cone properties of the sound in the audio scene.

Parameters

  music | Music object

Returns
  Cone properties of the sound

## ◆ sfMusic_getDirection()

sfVector3f sfMusic_getDirection | ( | const sfMusic * | music | ) |

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

Parameters

  music | Music object

Returns
  Direction of the sound

## ◆ sfMusic_getDirectionalAttenuationFactor()

float sfMusic_getDirectionalAttenuationFactor | ( | const sfMusic * | music | ) |

Get the directional attenuation factor of the sound.

Parameters

  music | Music object

Returns
  Directional attenuation factor of the sound

## ◆ sfMusic_getDopplerFactor()

float sfMusic_getDopplerFactor | ( | const sfMusic * | music | ) |

Get the doppler factor of the sound.

Parameters

  music | Music object

Returns
  Doppler factor of the sound

## ◆ sfMusic_getDuration()

sfTime sfMusic_getDuration | ( | const sfMusic * | music | ) |

Get the total duration of a music.

Parameters

  music | Music object

Returns
  Music duration

## ◆ sfMusic_getLoopPoints()

sfTimeSpan sfMusic_getLoopPoints | ( | const sfMusic * | music | ) |

Get the positions of the of the sound's looping sequence.

Parameters

  music | Music object

Returns
  Loop Time position class.

Warning
  Since sfMusic_setLoopPoints() performs some adjustments on the provided values and rounds them to internal samples, a call to sfMusic_getLoopPoints() is not guaranteed to return the same times passed into a previous call to sfMusic_setLoopPoints(). However, it is guaranteed to return times that will map to the valid internal samples of this Music if they are later passed to sfMusic_setLoopPoints().

See also
  setLoopPoints

## ◆ sfMusic_getMaxDistance()

float sfMusic_getMaxDistance | ( | const sfMusic * | music | ) |

Get the maximum distance of the sound.

Parameters

  music | Music object

Returns
  Maximum distance of the sound

## ◆ sfMusic_getMaxGain()

float sfMusic_getMaxGain | ( | const sfMusic * | music | ) |

Get the maximum gain of the sound.

Parameters

  music | Music object

Returns
  Maximum gain of the sound

## ◆ sfMusic_getMinDistance()

float sfMusic_getMinDistance | ( | const sfMusic * | music | ) |

Get the minimum distance of a music.

Parameters

  music | Music object

Returns
  Minimum distance of the music

## ◆ sfMusic_getMinGain()

float sfMusic_getMinGain | ( | const sfMusic * | music | ) |

Get the minimum gain of the sound.

Parameters

  music | Music object

Returns
  Minimum gain of the sound

## ◆ sfMusic_getPan()

float sfMusic_getPan | ( | const sfMusic * | music | ) |

Get the pan of the sound.

Parameters

  music | Music object

Returns
  Pan of the sound

## ◆ sfMusic_getPitch()

float sfMusic_getPitch | ( | const sfMusic * | music | ) |

Get the pitch of a music.

Parameters

  music | Music object

Returns
  Pitch of the music

## ◆ sfMusic_getPlayingOffset()

sfTime sfMusic_getPlayingOffset | ( | const sfMusic * | music | ) |

Get the current playing position of a music.

Parameters

  music | Music object

Returns
  Current playing position

## ◆ sfMusic_getPosition()

sfVector3f sfMusic_getPosition | ( | const sfMusic * | music | ) |

Get the 3D position of a music in the audio scene.

Parameters

  music | Music object

Returns
  Position of the music in the world

## ◆ sfMusic_getSampleRate()

unsigned int sfMusic_getSampleRate | ( | const sfMusic * | music | ) |

Get the sample rate of a music.

The sample rate is the number of audio samples played per second. The higher, the better the quality.

Parameters

  music | Music object

Returns
  Sample rate, in number of samples per second

## ◆ sfMusic_getStatus()

sfSoundStatus sfMusic_getStatus | ( | const sfMusic * | music | ) |

Get the current status of a music (stopped, paused, playing).

Parameters

  music | Music object

Returns
  Current status

## ◆ sfMusic_getVelocity()

sfVector3f sfMusic_getVelocity | ( | const sfMusic * | music | ) |

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

Parameters

  music | Music object

Returns
  Velocity of the sound

## ◆ sfMusic_getVolume()

float sfMusic_getVolume | ( | const sfMusic * | music | ) |

Get the volume of a music.

Parameters

  music | Music object

Returns
  Volume of the music, in the range [0, 100]

## ◆ sfMusic_isLooping()

bool sfMusic_isLooping | ( | const sfMusic * | music | ) |

Tell whether or not a music is in loop mode.

Parameters

  music | Music object

Returns
  true if the music is looping, false otherwise

## ◆ sfMusic_isRelativeToListener()

bool sfMusic_isRelativeToListener | ( | const sfMusic * | music | ) |

Tell whether a music's position is relative to the listener or is absolute.

Parameters

  music | Music object

Returns
  true if the position is relative, false if it's absolute

## ◆ sfMusic_isSpatializationEnabled()

bool sfMusic_isSpatializationEnabled | ( | const sfMusic * | music | ) |

Tell whether spatialization of the sound is enabled.

Parameters

  music | Music object

Returns
  true if spatialization is enabled, false if it's disabled

## ◆ sfMusic_pause()

void sfMusic_pause | ( | sfMusic * | music | ) |

Pause a music.

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

Parameters

  music | Music object

## ◆ sfMusic_play()

void sfMusic_play | ( | sfMusic * | music | ) |

Start or resume playing a music.

This function starts the music if it was stopped, resumes it if it was paused, and restarts it from beginning if it was it already playing. This function uses its own thread so that it doesn't block the rest of the program while the music is played.

Parameters

  music | Music object

## ◆ sfMusic_setAttenuation()

void sfMusic_setAttenuation | ( | sfMusic * | music,
|  | float | attenuation )

Set the attenuation factor of a music.

The attenuation is a multiplicative factor which makes the music more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated music, 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 music fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.

Parameters

  music | Music object
  attenuation | New attenuation factor of the music

## ◆ sfMusic_setCone()

void sfMusic_setCone | ( | sfMusic * | music,
|  | sfSoundSourceCone | cone )

Set the cone properties of the sound in the audio scene.

The cone defines how directional attenuation is applied. The default cone of a sound is (2 * PI, 2 * PI, 1).

Parameters

  music | Music object
  cone | Cone properties of the sound in the scene

## ◆ sfMusic_setDirection()

void sfMusic_setDirection | ( | sfMusic * | music,
|  | sfVector3f | direction )

Set the 3D direction of the sound in the audio scene.

The direction defines where the sound source is facing in 3D space. It will affect how the sound is attenuated if facing away from the listener. The default direction of a sound is (0, 0, -1).

Parameters

  music | Music object
  direction | Direction of the sound in the scene

## ◆ sfMusic_setDirectionalAttenuationFactor()

void sfMusic_setDirectionalAttenuationFactor | ( | sfMusic * | music,
|  | float | factor )

Set the directional attenuation factor of the sound.

Depending on the virtual position of an output channel relative to the listener (such as in surround sound setups), sounds will be attenuated when emitting them from certain channels. This factor determines how strong the attenuation based on output channel position relative to the listener is.

Parameters

  music | Music object
  factor | New directional attenuation factor to apply to the sound

## ◆ sfMusic_setDopplerFactor()

void sfMusic_setDopplerFactor | ( | sfMusic * | music,
|  | float | factor )

Set the doppler factor of the sound.

The doppler factor determines how strong the doppler shift will be.

Parameters

  music | Music object
  factor | New doppler factor to apply to the sound

## ◆ sfMusic_setEffectProcessor()

void sfMusic_setEffectProcessor | ( | sfMusic * | music,
|  | sfEffectProcessor | effectProcessor )

Set the effect processor to be applied to the sound.

The effect processor is a callable that will be called with sound data to be processed.

Parameters

  music | Music object
  effectProcessor | The effect processor to attach to this sound, attach a null processor to disable processing

## ◆ sfMusic_setLooping()

void sfMusic_setLooping | ( | sfMusic * | music,
|  | bool | loop )

Set whether or not a music should loop after reaching the end.

If set, the music will restart from beginning after reaching the end and so on, until it is stopped or sfMusic_setLooping(music, false) is called. The default looping state for musics is false.

Parameters

  music | Music object
  loop | true to play in loop, false to play once

## ◆ sfMusic_setLoopPoints()

void sfMusic_setLoopPoints | ( | sfMusic * | music,
|  | sfTimeSpan | timePoints )

Sets the beginning and end of the sound's looping sequence using sfTime.

Loop points allow one to specify a pair of positions such that, when the music is enabled for looping, it will seamlessly seek to the beginning whenever it encounters the end. Valid ranges for timePoints.offset and timePoints.length are [0, Dur) and (0, Dur-offset] respectively, where Dur is the value returned by sfMusic_getDuration(). Note that the EOF "loop point" from the end to the beginning of the stream is still honored, in case the caller seeks to a point after the end of the loop range. This function can be safely called at any point after a stream is opened, and will be applied to a playing sound without affecting the current playing offset.

Warning
  Setting the loop points while the stream's status is Paused will set its status to Stopped. The playing offset will be unaffected.

Parameters

  music | Music object
  timePoints | The definition of the loop. Can be any time points within the sound's length

See also
  getLoopPoints

## ◆ sfMusic_setMaxDistance()

void sfMusic_setMaxDistance | ( | sfMusic * | music,
|  | float | distance )

Set the maximum distance of the sound.

The "maximum distance" of a sound is the minimum distance at which it is heard at its minimum volume. Closer than the maximum distance, it will start to fade in according to its attenuation factor. The default value of the maximum distance is the maximum value a float can represent.

Parameters

  music | Music object
  distance | New maximum distance of the sound

## ◆ sfMusic_setMaxGain()

void sfMusic_setMaxGain | ( | sfMusic * | music,
|  | float | gain )

Set the maximum gain of the sound.

When the sound is closer from the listener than the "minimum distance" the attenuated gain is clamped so it cannot go above the maximum gain value.

Parameters

  music | Music object
  gain | New maximum gain of the sound

## ◆ sfMusic_setMinDistance()

void sfMusic_setMinDistance | ( | sfMusic * | music,
|  | float | distance )

Set the minimum distance of a music.

The "minimum distance" of a music 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

  music | Music object
  distance | New minimum distance of the music

## ◆ sfMusic_setMinGain()

void sfMusic_setMinGain | ( | sfMusic * | music,
|  | float | gain )

Set the minimum gain of the sound.

When the sound is further away from the listener than the "maximum distance" the attenuated gain is clamped so it cannot go below the minimum gain value.

Parameters

  music | Music object
  gain | New minimum gain of the sound

## ◆ sfMusic_setPan()

void sfMusic_setPan | ( | sfMusic * | music,
|  | float | pan )

Set the pan of the sound.

Using panning, a mono sound can be panned between stereo channels. When the pan is set to -1, the sound is played only on the left channel, when the pan is set to +1, the sound is played only on the right channel.

Parameters

  music | Music object
  pan | New pan to apply to the sound [-1, +1]

## ◆ sfMusic_setPitch()

void sfMusic_setPitch | ( | sfMusic * | music,
|  | float | pitch )

Set the pitch of a music.

The pitch represents the perceived fundamental frequency of a sound; thus you can make a music more acute or grave by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the music as well. The default value for the pitch is 1.

Parameters

  music | Music object
  pitch | New pitch to apply to the music

## ◆ sfMusic_setPlayingOffset()

void sfMusic_setPlayingOffset | ( | sfMusic * | music,
|  | sfTime | timeOffset )

Change the current playing position of a music.

The playing position can be changed when the music is either paused or playing.

Parameters

  music | Music object
  timeOffset | New playing position

## ◆ sfMusic_setPosition()

void sfMusic_setPosition | ( | sfMusic * | music,
|  | sfVector3f | position )

Set the 3D position of a music in the audio scene.

Only musics with one channel (mono musics) can be spatialized. The default position of a music is (0, 0, 0).

Parameters

  music | Music object
  position | Position of the music in the scene

## ◆ sfMusic_setRelativeToListener()

void sfMusic_setRelativeToListener | ( | sfMusic * | music,
|  | bool | relative )

Make a musics's position relative to the listener or absolute.

Making a music relative to the listener will ensure that it will always be played the same way regardless the position of the listener. This can be useful for non-spatialized musics, musics that are produced by the listener, or musics attached to it. The default value is false (position is absolute).

Parameters

  music | Music object
  relative | true to set the position relative, false to set it absolute

## ◆ sfMusic_setSpatializationEnabled()

void sfMusic_setSpatializationEnabled | ( | sfMusic * | music,
|  | bool | enabled )

Set whether spatialization of the sound is enabled.

Spatialization is the application of various effects to simulate a sound being emitted at a virtual position in 3D space and exhibiting various physical phenomena such as directional attenuation and doppler shift.

Parameters

  music | Music object
  enabled | true to enable spatialization, false to disable

## ◆ sfMusic_setVelocity()

void sfMusic_setVelocity | ( | sfMusic * | music,
|  | sfVector3f | velocity )

Set the 3D velocity of the sound in the audio scene.

The velocity is used to determine how to doppler shift the sound. Sounds moving towards the listener will be perceived to have a higher pitch and sounds moving away from the listener will be perceived to have a lower pitch.

Parameters

  music | Music object
  velocity | Velocity of the sound in the scene

## ◆ sfMusic_setVolume()

void sfMusic_setVolume | ( | sfMusic * | music,
|  | float | volume )

Set the volume of a music.

The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.

Parameters

  music | Music object
  volume | Volume of the music

## ◆ sfMusic_stop()

void sfMusic_stop | ( | sfMusic * | music | ) |

Stop playing a music.

This function stops the music if it was playing or paused, and does nothing if it was already stopped. It also resets the playing position (unlike sfMusic_pause).

Parameters

  music | Music object