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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_AUDIODEVICE_HPP
#define SFML_AUDIODEVICE_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Vector3.hpp>
#include <set>
#include <string>


namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// \brief High-level wrapper around the audio API, it manages
///        the creation and destruction of the audio device and
///        context and stores the device capabilities
///
////////////////////////////////////////////////////////////
class AudioDevice
{
public:

    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    ////////////////////////////////////////////////////////////
    AudioDevice();

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    ////////////////////////////////////////////////////////////
    ~AudioDevice();

    ////////////////////////////////////////////////////////////
    /// \brief Check if an OpenAL extension is supported
    ///
    /// This functions automatically finds whether it
    /// is an AL or ALC extension, and calls the corresponding
    /// function.
    ///
    /// \param extension Name of the extension to test
    ///
    /// \return True if the extension is supported, false if not
    ///
    ////////////////////////////////////////////////////////////
    static bool isExtensionSupported(const std::string& extension);

    ////////////////////////////////////////////////////////////
    /// \brief Get the OpenAL format that matches the given number of channels
    ///
    /// \param channelCount Number of channels
    ///
    /// \return Corresponding format
    ///
    ////////////////////////////////////////////////////////////
    static int getFormatFromChannelCount(unsigned int channelCount);

    ////////////////////////////////////////////////////////////
    /// \brief Change the global volume of all the sounds and musics
    ///
    /// The volume is a number between 0 and 100; it is combined with
    /// the individual volume of each sound / music.
    /// The default value for the volume is 100 (maximum).
    ///
    /// \param volume New global volume, in the range [0, 100]
    ///
    /// \see getGlobalVolume
    ///
    ////////////////////////////////////////////////////////////
    static void setGlobalVolume(float volume);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current value of the global volume
    ///
    /// \return Current global volume, in the range [0, 100]
    ///
    /// \see setGlobalVolume
    ///
    ////////////////////////////////////////////////////////////
    static float getGlobalVolume();

    ////////////////////////////////////////////////////////////
    /// \brief Set the position of the listener in the scene
    ///
    /// The default listener's position is (0, 0, 0).
    ///
    /// \param position New listener's position
    ///
    /// \see getPosition, setDirection
    ///
    ////////////////////////////////////////////////////////////
    static void setPosition(const Vector3f& position);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current position of the listener in the scene
    ///
    /// \return Listener's position
    ///
    /// \see setPosition
    ///
    ////////////////////////////////////////////////////////////
    static Vector3f getPosition();

    ////////////////////////////////////////////////////////////
    /// \brief Set the forward vector of the listener in the scene
    ///
    /// The direction (also called "at vector") is the vector
    /// pointing forward from the listener's perspective. Together
    /// with the up vector, it defines the 3D orientation of the
    /// listener in the scene. The direction vector doesn't
    /// have to be normalized.
    /// The default listener's direction is (0, 0, -1).
    ///
    /// \param direction New listener's direction
    ///
    /// \see getDirection, setUpVector, setPosition
    ///
    ////////////////////////////////////////////////////////////
    static void setDirection(const Vector3f& direction);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current forward vector of the listener in the scene
    ///
    /// \return Listener's forward vector (not normalized)
    ///
    /// \see setDirection
    ///
    ////////////////////////////////////////////////////////////
    static Vector3f getDirection();

    ////////////////////////////////////////////////////////////
    /// \brief Set the upward vector of the listener in the scene
    ///
    /// The up vector is the vector that points upward from the
    /// listener's perspective. Together with the direction, it
    /// defines the 3D orientation of the listener in the scene.
    /// The up vector doesn't have to be normalized.
    /// The default listener's up vector is (0, 1, 0). It is usually
    /// not necessary to change it, especially in 2D scenarios.
    ///
    /// \param upVector New listener's up vector
    ///
    /// \see getUpVector, setDirection, setPosition
    ///
    ////////////////////////////////////////////////////////////
    static void setUpVector(const Vector3f& upVector);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current upward vector of the listener in the scene
    ///
    /// \return Listener's upward vector (not normalized)
    ///
    /// \see setUpVector
    ///
    ////////////////////////////////////////////////////////////
    static Vector3f getUpVector();
};

} // namespace priv

} // namespace sf


#endif // SFML_AUDIODEVICE_HPP