/usr/include/SFML/Audio/Sound.hpp is in libsfml-dev 1.6+dfsg1-2ubuntu2.
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//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SOUND_HPP
#define SFML_SOUND_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cstddef>
#include <SFML/System/Resource.hpp>
#include <SFML/System/Vector3.hpp>
#include <SFML/Audio/AudioResource.hpp>
#include <cstdlib>
namespace sf
{
class SoundBuffer;
////////////////////////////////////////////////////////////
/// Sound defines the properties of a sound such as position,
/// volume, pitch, etc.
////////////////////////////////////////////////////////////
class SFML_API Sound : public AudioResource
{
public :
////////////////////////////////////////////////////////////
/// Enumeration of the sound states
////////////////////////////////////////////////////////////
enum Status
{
Stopped, ///< Sound is not playing
Paused, ///< Sound is paused
Playing ///< Sound is playing
};
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
Sound();
////////////////////////////////////////////////////////////
/// Construct the sound from its parameters
///
/// \param Buffer : Sound buffer to play (NULL by default)
/// \param Loop : Loop flag (false by default)
/// \param Pitch : Value of the pitch (1 by default)
/// \param Volume : Volume (100 by default)
/// \param Position : Position (0, 0, 0 by default)
///
////////////////////////////////////////////////////////////
explicit Sound(const SoundBuffer& Buffer, bool Loop = false, float Pitch = 1.f, float Volume = 100.f, const Vector3f& Position = Vector3f(0, 0, 0));
////////////////////////////////////////////////////////////
/// Copy constructor
///
/// \param Copy : Instance to copy
///
////////////////////////////////////////////////////////////
Sound(const Sound& Copy);
////////////////////////////////////////////////////////////
/// Destructor
///
////////////////////////////////////////////////////////////
~Sound();
////////////////////////////////////////////////////////////
/// Play the sound
///
////////////////////////////////////////////////////////////
void Play();
////////////////////////////////////////////////////////////
/// Pause the sound
///
////////////////////////////////////////////////////////////
void Pause();
////////////////////////////////////////////////////////////
/// Stop the sound
///
////////////////////////////////////////////////////////////
void Stop();
////////////////////////////////////////////////////////////
/// Set the source buffer
///
/// \param Buffer : New sound buffer to bind to the sound
///
////////////////////////////////////////////////////////////
void SetBuffer(const SoundBuffer& Buffer);
////////////////////////////////////////////////////////////
/// Set the sound loop state.
/// This parameter is disabled by default
///
/// \param Loop : True to play in loop, false to play once
///
////////////////////////////////////////////////////////////
void SetLoop(bool Loop);
////////////////////////////////////////////////////////////
/// Set the sound pitch.
/// The default pitch is 1
///
/// \param Pitch : New pitch
///
////////////////////////////////////////////////////////////
void SetPitch(float Pitch);
////////////////////////////////////////////////////////////
/// Set the sound volume.
/// The default volume is 100
///
/// \param Volume : Volume (in range [0, 100])
///
////////////////////////////////////////////////////////////
void SetVolume(float Volume);
////////////////////////////////////////////////////////////
/// Set the sound position (take 3 values).
/// The default position is (0, 0, 0)
///
/// \param X, Y, Z : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(float X, float Y, float Z);
////////////////////////////////////////////////////////////
/// Set the sound position (take a 3D vector).
/// The default position is (0, 0, 0)
///
/// \param Position : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(const Vector3f& Position);
////////////////////////////////////////////////////////////
/// Make the sound's position relative to the listener's
/// position, or absolute.
/// The default value is false (absolute)
///
/// \param Relative : True to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
void SetRelativeToListener(bool Relative);
////////////////////////////////////////////////////////////
/// Set the minimum distance - closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default minimum distance is 1.0
///
/// \param MinDistance : New minimum distance for the sound
///
////////////////////////////////////////////////////////////
void SetMinDistance(float MinDistance);
////////////////////////////////////////////////////////////
/// Set the attenuation factor - the higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default attenuation factor 1.0
///
/// \param Attenuation : New attenuation factor for the sound
///
////////////////////////////////////////////////////////////
void SetAttenuation(float Attenuation);
////////////////////////////////////////////////////////////
/// Set the current playing position of the sound
///
/// \param TimeOffset : New playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
void SetPlayingOffset(float TimeOffset);
////////////////////////////////////////////////////////////
/// Get the source buffer
///
/// \return Sound buffer bound to the sound (can be NULL)
///
////////////////////////////////////////////////////////////
const SoundBuffer* GetBuffer() const;
////////////////////////////////////////////////////////////
/// Tell whether or not the sound is looping
///
/// \return True if the sound is looping, false otherwise
///
////////////////////////////////////////////////////////////
bool GetLoop() const;
////////////////////////////////////////////////////////////
/// Get the pitch
///
/// \return Pitch value
///
////////////////////////////////////////////////////////////
float GetPitch() const;
////////////////////////////////////////////////////////////
/// Get the volume
///
/// \return Volume value (in range [1, 100])
///
////////////////////////////////////////////////////////////
float GetVolume() const;
////////////////////////////////////////////////////////////
/// Get the sound position
///
/// \return Position of the sound in the world
///
////////////////////////////////////////////////////////////
Vector3f GetPosition() const;
////////////////////////////////////////////////////////////
/// Tell if the sound's position is relative to the listener's
/// position, or if it's absolute
///
/// \return True if the position is relative, false if it's absolute
///
////////////////////////////////////////////////////////////
bool IsRelativeToListener() const;
////////////////////////////////////////////////////////////
/// Get the minimum distance
///
/// \return Minimum distance for the sound
///
////////////////////////////////////////////////////////////
float GetMinDistance() const;
////////////////////////////////////////////////////////////
/// Get the attenuation factor
///
/// \return Attenuation factor of the sound
///
////////////////////////////////////////////////////////////
float GetAttenuation() const;
////////////////////////////////////////////////////////////
/// Get the status of the sound (stopped, paused, playing)
///
/// \return Current status of the sound
///
////////////////////////////////////////////////////////////
Status GetStatus() const;
////////////////////////////////////////////////////////////
/// Get the current playing position of the sound
///
/// \return Current playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
float GetPlayingOffset() const;
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Instance to assign
///
/// \return Reference to the sound
///
////////////////////////////////////////////////////////////
Sound& operator =(const Sound& Other);
////////////////////////////////////////////////////////////
/// Reset the internal buffer
///
/// This function is for internal use only, you don't have
/// to use it.
///
////////////////////////////////////////////////////////////
void ResetBuffer();
private :
friend class SoundStream;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int mySource; ///< OpenAL source identifier
ResourcePtr<SoundBuffer> myBuffer; ///< Sound buffer bound to the source
};
} // namespace sf
#endif // SFML_SOUND_HPP
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