1 /* 2 DSFML - The Simple and Fast Multimedia Library for D 3 4 Copyright (c) 2013 - 2015 Jeremy DeHaan (dehaan.jeremiah@gmail.com) 5 6 This software is provided 'as-is', without any express or implied warranty. 7 In no event will the authors be held liable for any damages arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, including commercial applications, 10 and to alter it and redistribute it freely, subject to the following restrictions: 11 12 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. 13 If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 14 15 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 16 17 3. This notice may not be removed or altered from any source distribution 18 */ 19 20 module dsfml.audio.soundbuffer; 21 22 import dsfml.audio.soundfile; 23 import dsfml.audio.sound; 24 25 import dsfml.system.inputstream; 26 import dsfml.system.time; 27 28 import std.stdio; 29 30 import std..string; 31 32 import std.algorithm; 33 import std.array; 34 35 //import core.memory; 36 37 import dsfml.system.err; 38 39 /++ 40 + Storage for audio samples defining a sound. 41 + 42 + A sample is a 16 bits signed integer that defines the amplitude of the sound at a given time. The sound is then restituted by playing these samples at a high rate (for example, 44100 samples per second is the standard rate used for playing CDs). In short, audio samples are like texture pixels, and a SoundBuffer is similar to a Texture. 43 + 44 + A sound buffer can be loaded from a file (see loadFromFile() for the complete list of supported formats), from memory, from a custom stream (see InputStream) or directly from an array of samples. It can also be saved back to a file. 45 + 46 + Sound buffers alone are not very useful: they hold the audio data but cannot be played. To do so, you need to use the sf::Sound class, which provides functions to play/pause/stop the sound as well as changing the way it is outputted (volume, pitch, 3D position, ...). 47 + 48 + This separation allows more flexibility and better performances: indeed a sf::SoundBuffer is a heavy resource, and any operation on it is slow (often too slow for real-time applications). On the other side, a sf::Sound is a lightweight object, which can use the audio data of a sound buffer and change the way it is played without actually modifying that data. Note that it is also possible to bind several Sound instances to the same SoundBuffer. 49 + 50 + It is important to note that the Sound instance doesn't copy the buffer that it uses, it only keeps a reference to it. Thus, a SoundBuffer must not be destructed while it is used by a Sound (i.e. never write a function that uses a local SoundBuffer instance for loading a sound). 51 + 52 + See_Also: http://www.sfml-dev.org/documentation/2.0/classsf_1_1SoundBuffer.php#details 53 + Authors: Laurent Gomila, Jeremy DeHaan 54 +/ 55 class SoundBuffer 56 { 57 package sfSoundBuffer* sfPtr; 58 59 this() 60 { 61 import dsfml.system..string; 62 sfPtr = sfSoundBuffer_construct(); 63 err.write(toString(sfErr_getOutput())); 64 } 65 66 ~this() 67 { 68 import dsfml.system.config; 69 mixin(destructorOutput); 70 sfSoundBuffer_destroy(sfPtr); 71 } 72 73 //TODO: copy constructor? 74 //So many possible properties.... 75 76 /** 77 * Get the array of audio samples stored in the buffer. 78 * 79 * The format of the returned samples is 16 bits signed integer (sf::Int16). The total number of samples in this array is given by the getSampleCount() function. 80 * 81 * Returns: Read-only pointer to the array of sound samples 82 */ 83 const(short[]) getSamples() const 84 { 85 if(sfSoundBuffer_getSampleCount(sfPtr) > 0) 86 { 87 return sfSoundBuffer_getSamples(sfPtr)[0 .. sfSoundBuffer_getSampleCount(sfPtr)]; 88 } 89 else 90 { 91 return null; 92 } 93 } 94 95 /** 96 * Get the sample rate of the sound. 97 * 98 * The sample rate is the number of samples played per second. The higher, the better the quality (for example, 44100 samples/s is CD quality). 99 * 100 * Returns: Sample rate (number of samples per second) 101 */ 102 uint getSampleRate() const 103 { 104 return sfSoundBuffer_getSampleRate(sfPtr); 105 } 106 107 /** 108 * Get the number of channels used by the sound. 109 * 110 * If the sound is mono then the number of channels will be 1, 2 for stereo, etc. 111 * 112 * Returns: Number of channels 113 */ 114 uint getChannelCount() const 115 { 116 return sfSoundBuffer_getChannelCount(sfPtr); 117 } 118 119 /** 120 * Get the total duration of the sound. 121 * 122 * Returns: Sound duration 123 */ 124 Time getDuration() const 125 { 126 return microseconds(sfSoundBuffer_getDuration(sfPtr)); 127 } 128 129 /** 130 * Load the sound buffer from a file. 131 * 132 * Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. 133 * 134 * Params: 135 * filename = Path of the sound file to load 136 * 137 * Returns: True if loading succeeded, false if it failed 138 */ 139 bool loadFromFile(string filename) 140 { 141 import dsfml.system..string; 142 if(sfSoundBuffer_loadFromFile(sfPtr, toStringz(filename))) 143 { 144 return true; 145 } 146 else 147 { 148 err.write(toString(sfErr_getOutput())); 149 return false; 150 } 151 } 152 153 /** 154 * Load the sound buffer from a file in memory. 155 * 156 * Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. 157 * 158 * Params: 159 * data = The array of data 160 * 161 * Returns: True if loading succeeded, false if it failed 162 */ 163 bool loadFromMemory(const(void)[] data) 164 { 165 if(sfSoundBuffer_loadFromMemory(sfPtr, data.ptr, data.length)) 166 { 167 return true; 168 } 169 else 170 { 171 import dsfml.system..string; 172 err.write(toString(sfErr_getOutput())); 173 return false; 174 } 175 } 176 177 /* 178 * Load the sound buffer from a custom stream. 179 * 180 * Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. 181 * 182 * Params: 183 * stream = Source stream to read from 184 * 185 * Returns: True if loading succeeded, false if it failed 186 */ 187 bool loadFromStream(InputStream stream) 188 { 189 if(sfSoundBuffer_loadFromStream(sfPtr, new SoundBufferStream(stream))) 190 { 191 return true; 192 } 193 else 194 { 195 import dsfml.system..string; 196 err.write(toString(sfErr_getOutput())); 197 return false; 198 } 199 } 200 201 /** 202 * Load the sound buffer from an array of audio samples. 203 * 204 * The assumed format of the audio samples is 16 bits signed integer (short). 205 * 206 * Params: 207 * samples = Array of samples in memory 208 * channelCount = Number of channels (1 = mono, 2 = stereo, ...) 209 * sampleRate = Sample rate (number of samples to play per second) 210 * 211 * Returns: True if loading succeeded, false if it failed 212 */ 213 bool loadFromSamples(const(short[]) samples, uint channelCount, uint sampleRate) 214 { 215 if(sfSoundBuffer_loadFromSamples(sfPtr, samples.ptr, samples.length, channelCount, sampleRate)) 216 { 217 return true; 218 } 219 else 220 { 221 import dsfml.system..string; 222 err.write(toString(sfErr_getOutput())); 223 return false; 224 } 225 } 226 227 /** 228 * Save the sound buffer to an audio file. 229 * 230 * Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. 231 * 232 * Params: 233 * filename = Path of the sound file to write 234 * 235 * Returns: True if saving succeeded, false if it failed 236 */ 237 bool saveToFile(string filename) 238 { 239 import dsfml.system..string; 240 if(sfSoundBuffer_saveToFile(sfPtr, toStringz(filename))) 241 { 242 return true; 243 } 244 else 245 { 246 247 err.write(toString(sfErr_getOutput())); 248 return false; 249 } 250 } 251 252 253 } 254 255 unittest 256 { 257 version(DSFML_Unittest_Audio) 258 { 259 import std.stdio; 260 261 writeln("Unit test for sound buffer"); 262 263 auto soundbuffer = new SoundBuffer(); 264 265 if(!soundbuffer.loadFromFile("res/TestSound.ogg")) 266 { 267 //error 268 return; 269 } 270 271 writeln("Sample Rate: ", soundbuffer.getSampleRate()); 272 273 writeln("Channel Count: ", soundbuffer.getChannelCount()); 274 275 writeln("Duration: ",soundbuffer.getDuration().asSeconds()); 276 277 writeln("Sample Count: ",soundbuffer.getSamples().length); 278 279 //use sound buffer here 280 281 writeln(); 282 } 283 } 284 285 286 private extern(C++) interface sfmlInputStream 287 { 288 long read(void* data, long size); 289 290 long seek(long position); 291 292 long tell(); 293 294 long getSize(); 295 } 296 297 298 private class SoundBufferStream:sfmlInputStream 299 { 300 private InputStream myStream; 301 302 this(InputStream stream) 303 { 304 myStream = stream; 305 } 306 307 extern(C++)long read(void* data, long size) 308 { 309 return myStream.read(data[0..cast(size_t)size]); 310 } 311 312 extern(C++)long seek(long position) 313 { 314 return myStream.seek(position); 315 } 316 317 extern(C++)long tell() 318 { 319 return myStream.tell(); 320 } 321 322 extern(C++)long getSize() 323 { 324 return myStream.getSize(); 325 } 326 } 327 328 package struct sfSoundBuffer; 329 330 private extern(C): 331 332 sfSoundBuffer* sfSoundBuffer_construct(); 333 334 bool sfSoundBuffer_loadFromFile(sfSoundBuffer* soundBuffer, const char* filename); 335 336 bool sfSoundBuffer_loadFromMemory(sfSoundBuffer* soundBuffer, const void* data, size_t sizeInBytes); 337 338 bool sfSoundBuffer_loadFromStream(sfSoundBuffer* soundBuffer, sfmlInputStream stream); 339 340 bool sfSoundBuffer_loadFromSamples(sfSoundBuffer* soundBuffer, const short* samples, size_t sampleCount, uint channelCount, uint sampleRate); 341 342 sfSoundBuffer* sfSoundBuffer_copy(const sfSoundBuffer* soundBuffer); 343 344 void sfSoundBuffer_destroy(sfSoundBuffer* soundBuffer); 345 346 bool sfSoundBuffer_saveToFile(const sfSoundBuffer* soundBuffer, const char* filename); 347 348 const(short)* sfSoundBuffer_getSamples(const sfSoundBuffer* soundBuffer); 349 350 size_t sfSoundBuffer_getSampleCount(const sfSoundBuffer* soundBuffer); 351 352 uint sfSoundBuffer_getSampleRate(const sfSoundBuffer* soundBuffer); 353 354 uint sfSoundBuffer_getChannelCount(const sfSoundBuffer* soundBuffer); 355 356 long sfSoundBuffer_getDuration(const sfSoundBuffer* soundBuffer); 357 358 const(char)* sfErr_getOutput(); 359