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.soundstream;
21 
22 
23 import core.thread;
24 
25 import dsfml.audio.soundsource;
26 
27 import dsfml.system.time;
28 
29 import dsfml.system.vector3;
30 
31 import dsfml.system.err;
32 
33 
34 /++
35  + Abstract base class for streamed audio sources.
36  + 
37  + Unlike audio buffers (see SoundBuffer), audio streams are never completely loaded in memory.
38  + 
39  + Instead, the audio data is acquired continuously while the stream is playing. This behaviour allows to play a sound with no loading delay, and keeps the memory consumption very low.
40  + 
41  + Sound sources that need to be streamed are usually big files (compressed audio musics that would eat hundreds of MB in memory) or files that would take a lot of time to be received (sounds played over the network).
42  + 
43  + SoundStream is a base class that doesn't care about the stream source, which is left to the derived class. SFML provides a built-in specialization for big files (see Music). No network stream source is provided, but you can write your own by combining this class with the network module.
44  + 
45  + A derived class has to override two virtual functions:
46  + 		- onGetData fills a new chunk of audio data to be played.
47  + 		- onSeek changes the current playing position in the source
48  + 
49  + It is important to note that each SoundStream is played in its own separate thread, so that the streaming loop doesn't block the rest of the program. In particular, the OnGetData and OnSeek virtual functions may sometimes be called from this separate thread. It is important to keep this in mind, because you may have to take care of synchronization issues if you share data between threads.
50  + 
51  + See_Also: http://sfml-dev.org/documentation/2.0/classsf_1_1SoundStream.php#details
52  + Authors: Laurent Gomila, Jeremy DeHaan
53  +/
54 class SoundStream:SoundSource
55 {
56 
57 
58 
59 	package sfSoundStream* sfPtr;
60 
61 	private SoundStreamCallBacks callBacks;
62 
63 	protected this()
64 	{
65 	    callBacks = new SoundStreamCallBacks(this);
66 		sfPtr = sfSoundStream_construct(callBacks);
67 	}
68 
69 	~this()
70 	{
71 		import dsfml.system.config;
72 		mixin(destructorOutput);
73 		sfSoundStream_destroy(sfPtr);
74 	}
75 
76 	protected void initialize(uint channelCount, uint sampleRate)
77 	{
78 		import dsfml.system..string;
79 
80 		sfSoundStream_initialize(sfPtr, channelCount, sampleRate);
81 
82 		err.write(toString(sfErr_getOutput()));
83 	}
84 
85 
86 
87 	@property
88 	{
89 		void pitch(float newPitch)
90 		{
91 			sfSoundStream_setPitch(sfPtr, newPitch);
92 		}
93 		
94 		float pitch()
95 		{
96 			return sfSoundStream_getPitch(sfPtr);
97 		}
98 	}
99 	
100 	/**
101 	 * The volume of the sound.
102 	 * 
103 	 * The volume is a vlue between 0 (mute) and 100 (full volume). The default value for the volume is 100.
104 	 */
105 	@property
106 	{
107 		void volume(float newVolume)
108 		{
109 			sfSoundStream_setVolume(sfPtr, newVolume);
110 		}
111 
112 		float volume()
113 		{
114 			return sfSoundStream_getVolume(sfPtr);
115 		}
116 	}
117 	
118 	/**
119 	 * The 3D position of the sound in the audio scene.
120 	 * 
121 	 * Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
122 	 */
123 	@property
124 	{
125 		void position(Vector3f newPosition)
126 		{
127 			sfSoundStream_setPosition(sfPtr, newPosition.x, newPosition.y, newPosition.z);
128 		}
129 		
130 		Vector3f position()
131 		{
132 			Vector3f temp;
133 			sfSoundStream_getPosition(sfPtr, &temp.x, &temp.y, &temp.z);
134 			return temp;
135 		}
136 	}
137 
138 	/**
139 	* Whether or not the stream should loop after reaching the end.
140 	*
141 	* If set, the stream will restart from the beginning after reaching the end and so on, until it is stopped or looping is set to false.
142 	*
143 	* Default looping state for streams is false.
144 	*/
145 	@property
146 	{
147 		void isLooping(bool loop)
148 		{
149 			sfSoundStream_setLoop(sfPtr, loop);
150 		}
151 		
152 		bool isLooping()
153 		{
154 			return sfSoundStream_getLoop(sfPtr);
155 		}
156 	}
157 
158 	/**
159 	* The current playing position (from the beginning) of the stream.
160 	*
161 	* The playing position can be changed when the stream is either paused or playing.
162 	*/
163 	@property
164 	{
165 		void playingOffset(Time offset)
166 		{
167 			sfSoundStream_setPlayingOffset(sfPtr, offset.asMicroseconds());
168 			
169 		}
170 		
171 		Time playingOffset()
172 		{
173 			return microseconds(sfSoundStream_getPlayingOffset(sfPtr));
174 		}
175 	}
176 	
177 	/**
178 	 * Make the sound's position relative to the listener (true) or absolute (false).
179 	 * 
180 	 * Making a sound 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 sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).
181 	 */
182 	@property
183 	{
184 		void relativeToListener(bool relative)
185 		{
186 			sfSoundStream_setRelativeToListener(sfPtr, relative);
187 		}
188 		
189 		bool relativeToListener()
190 		{
191 			return sfSoundStream_isRelativeToListener(sfPtr);
192 		}
193 	}
194 	
195 	/**
196 	 * The minimum distance of the sound.
197 	 * 
198 	 * The "minimum distance" of a sound 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.
199 	 */
200 	@property
201 	{
202 		void minDistance(float distance)
203 		{
204 			sfSoundStream_setMinDistance(sfPtr, distance);
205 		}
206 		
207 		float minDistance()
208 		{
209 			return sfSoundStream_getMinDistance(sfPtr);
210 		}
211 	}
212 	
213 	/**
214 	 * The attenuation factor of the sound.
215 	 * 
216 	 * The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. 
217 	 * 
218 	 * On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.
219 	 */
220 	@property
221 	{
222 		void attenuation(float newAttenuation)
223 		{
224 			sfSoundStream_setAttenuation(sfPtr, newAttenuation);
225 		}
226 		
227 		float attenuation()
228 		{
229 			return sfSoundStream_getAttenuation(sfPtr);
230 		}
231 	}
232 
233 
234 	/**
235 	* The number of channels of the stream.
236 	*
237 	* 1 channel means mono sound, 2 means stereo, etc.
238 	*
239 	* Returns: Number of channels
240 	*/
241 	@property
242 	{
243 		uint channelCount()
244 		{
245 			return sfSoundStream_getChannelCount(sfPtr);
246 		}
247 	}
248 	
249 	/**
250 	* The stream sample rate of the stream
251 	*
252 	* The sample rate is the number of audio samples played per second. The higher, the better the quality.
253 	*
254 	* Returns: Sample rate, in number of samples per second.
255 	*/
256 	@property
257 	{
258 		uint sampleRate()
259 		{
260 			return sfSoundStream_getSampleRate(sfPtr);
261 		}
262 	}
263 
264 	@property
265 	{
266 		Status status()
267 		{
268 			return cast(Status)sfSoundStream_getStatus(sfPtr);
269 		}
270 	}
271 
272 	void play()
273 	{
274 		import dsfml.system..string;
275 
276 		sfSoundStream_play(sfPtr);
277 
278 		err.write(toString(sfErr_getOutput()));
279 	}
280 
281 	void pause()
282 	{
283 		sfSoundStream_pause(sfPtr);
284 	}
285 
286 	void stop()
287 	{
288 		sfSoundStream_stop(sfPtr);
289 	}
290 
291 	abstract bool onGetData(ref const(short)[] samples);
292 
293 	abstract void onSeek(Time timeOffset);
294 	
295 
296 }
297 
298 private extern(C++)
299 {
300 	struct Chunk
301 	{
302 		const(short)* samples;
303 		size_t sampleCount;
304 	}
305 }
306 
307 private extern(C++) interface sfmlSoundStreamCallBacks
308 {
309 public:
310 	bool onGetData(Chunk* chunk);
311 	void onSeek(long time);
312 }
313 
314 
315 class SoundStreamCallBacks: sfmlSoundStreamCallBacks
316 {
317 	SoundStream m_stream;
318 	
319 	this(SoundStream stream)
320 	{
321 		m_stream = stream;
322 	}
323 	
324 	extern(C++) bool onGetData(Chunk* chunk)
325 	{
326 		const(short)[] samples;
327 
328 		auto ret = m_stream.onGetData(samples);
329 
330 		(*chunk).samples = samples.ptr;
331 		(*chunk).sampleCount = samples.length;
332 
333 		return ret;
334 
335 	}
336 	
337 	extern(C++) void onSeek(long time)
338 	{
339 		m_stream.onSeek(microseconds(time));
340 	}
341 	
342 	
343 	
344 }
345 
346 private extern(C):
347 
348 
349 
350 struct sfSoundStream;
351 
352 
353 sfSoundStream* sfSoundStream_construct(sfmlSoundStreamCallBacks callBacks);
354 
355 void sfSoundStream_destroy(sfSoundStream* soundStream);
356 
357 void sfSoundStream_initialize(sfSoundStream* soundStream, uint channelCount, uint sampleRate);
358 
359 void sfSoundStream_play(sfSoundStream* soundStream);
360 
361 void sfSoundStream_pause(sfSoundStream* soundStream);
362 
363 void sfSoundStream_stop(sfSoundStream* soundStream);
364 
365 int sfSoundStream_getStatus(const sfSoundStream* soundStream);
366 
367 uint sfSoundStream_getChannelCount(const sfSoundStream* soundStream);
368 
369 uint sfSoundStream_getSampleRate(const sfSoundStream* soundStream);
370 
371 void sfSoundStream_setPitch(sfSoundStream* soundStream, float pitch);
372 
373 void sfSoundStream_setVolume(sfSoundStream* soundStream, float volume);
374 
375 void sfSoundStream_setPosition(sfSoundStream* soundStream, float positionX, float positionY, float positionZ);
376 
377 void sfSoundStream_setRelativeToListener(sfSoundStream* soundStream, bool relative);
378 
379 void sfSoundStream_setMinDistance(sfSoundStream* soundStream, float distance);
380 
381 void sfSoundStream_setAttenuation(sfSoundStream* soundStream, float attenuation);
382 
383 void sfSoundStream_setPlayingOffset(sfSoundStream* soundStream, long timeOffset);
384 
385 void sfSoundStream_setLoop(sfSoundStream* soundStream, bool loop);
386 
387 float sfSoundStream_getPitch(const sfSoundStream* soundStream);
388 
389 float sfSoundStream_getVolume(const sfSoundStream* soundStream);
390 
391 void sfSoundStream_getPosition(const sfSoundStream* soundStream, float* positionX, float* positionY, float* positionZ);
392 
393 bool sfSoundStream_isRelativeToListener(const sfSoundStream* soundStream);
394 
395 float sfSoundStream_getMinDistance(const sfSoundStream* soundStream);
396 
397 float sfSoundStream_getAttenuation(const sfSoundStream* soundStream);
398 
399 bool sfSoundStream_getLoop(const sfSoundStream* soundStream);
400 
401 long sfSoundStream_getPlayingOffset(const sfSoundStream* soundStream);
402 
403 const(char)* sfErr_getOutput();