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.music; 21 22 import core.time; 23 24 import dsfml.system.mutex; 25 import dsfml.system.inputstream; 26 27 import dsfml.audio.soundstream; 28 29 30 /++ 31 + Streamed music played from an audio file. 32 + 33 + Musics are sounds that are streamed rather than completely loaded in memory. 34 + 35 + This is especially useful for compressed musics that usually take hundreds of MB when they are uncompressed: by streaming it instead of loading it entirely, you avoid saturating the memory and have almost no loading delay. 36 + 37 + Apart from that, a Music has almost the same features as the SoundBuffer / Sound pair: you can play/pause/stop it, request its parameters (channels, sample rate), change the way it is played (pitch, volume, 3D position, ...), etc. 38 + 39 + As a sound stream, a music is played in its own thread in order not to block the rest of the program. This means that you can leave the music alone after calling play(), it will manage itself very well. 40 + 41 + See_Also: http://sfml-dev.org/documentation/2.0/classsf_1_1Music.php#details 42 + Authors: Laurent Gomila, Jeremy DeHaan 43 +/ 44 class Music : SoundStream 45 { 46 import dsfml.audio.soundfile; 47 48 private 49 { 50 SoundFile m_file; 51 Duration m_duration; 52 short[] m_samples; 53 Mutex m_mutex; 54 } 55 56 this() 57 { 58 m_file.create(); 59 60 m_mutex = new Mutex(); 61 62 super(); 63 } 64 65 /** 66 * Open a music from an audio file. 67 * 68 * This function doesn't start playing the music (call play() to do so). 69 * 70 * 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. 71 * 72 * Params: 73 * filename = Path of the music file to open. 74 * Returns: True if loading succeeded, false if it failed. 75 */ 76 bool openFromFile(string filename) 77 { 78 //stop music if already playing 79 stop(); 80 81 if(!m_file.openReadFromFile(filename)) 82 { 83 return false; 84 } 85 86 initialize(); 87 88 return true; 89 } 90 91 /** 92 * Open a music from an audio file in memory. 93 * 94 * This function doesn't start playing the music (call play() to do so). 95 * 96 * 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. 97 * 98 * Since the music is not loaded completely but rather streamed continuously, the data must remain available as long as the music is playing (ie. you can't deallocate it right after calling this function). 99 * 100 * Params: 101 * data = The array of data 102 * Returns: True if loading succeeded, false if it failed. 103 */ 104 bool openFromMemory(const(void)[] data) 105 { 106 stop(); 107 108 if(!m_file.openReadFromMemory(data)) 109 { 110 return false; 111 } 112 113 initialize(); 114 return true; 115 } 116 117 /** 118 * Open a music from an audio file in memory. 119 * 120 * This function doesn't start playing the music (call play() to do so). 121 * 122 * 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. 123 * 124 * Since the music is not loaded completely but rather streamed continuously, the stream must remain available as long as the music is playing (ie. you can't deallocate it right after calling this function). 125 * 126 * Params: 127 * stream = Source stream to read from 128 * Returns: True if loading succeeded, false if it failed. 129 */ 130 bool openFromStream(InputStream stream) 131 { 132 stop(); 133 134 if(!m_file.openReadFromStream(stream)) 135 { 136 return false; 137 } 138 139 initialize(); 140 141 return true; 142 } 143 144 ~this() 145 { 146 import dsfml.system.config; 147 mixin(destructorOutput); 148 stop(); 149 } 150 151 /// Get the total duration of the music. 152 /// Returns: Music duration 153 Duration getDuration() 154 { 155 return m_duration; 156 } 157 158 protected 159 { 160 /** 161 * Request a new chunk of audio samples from the stream source. 162 * 163 * This function fills the chunk from the next samples to read from the audio file. 164 * 165 * Params: 166 * samples = Array of samples to fill 167 * 168 * Returns: True to continue playback, false to stop. 169 */ 170 override bool onGetData(ref const(short)[] samples) 171 { 172 import dsfml.system.lock; 173 174 Lock lock = Lock(m_mutex); 175 176 auto length = cast(size_t)m_file.read(m_samples); 177 samples = m_samples[0..length]; 178 179 return (samples.length == m_samples.length); 180 } 181 /** 182 * Change the current playing position in the stream source. 183 * 184 * Params: 185 * timeOffset = New playing position, from the beginning of the music 186 * 187 * Implements SoundStream. 188 */ 189 override void onSeek(Duration timeOffset) 190 { 191 import dsfml.system.lock; 192 193 Lock lock = Lock(m_mutex); 194 195 m_file.seek(timeOffset.total!"usecs"); 196 } 197 } 198 199 private 200 { 201 /** 202 * Define the audio stream parameters. 203 * 204 * This function must be called by derived classes as soon as they know the audio settings of the stream to play. Any attempt to manipulate the stream (play(), ...) before calling this function will fail. 205 * 206 * It can be called multiple times if the settings of the audio stream change, but only when the stream is stopped. 207 * 208 * Params: 209 * channelCount = Number of channels of the stream 210 * sampleRate = Sample rate, in samples per second 211 */ 212 void initialize() 213 { 214 size_t sampleCount = cast(size_t)m_file.getSampleCount(); 215 216 uint channelCount = m_file.getChannelCount(); 217 218 uint sampleRate = m_file.getSampleRate(); 219 220 // Compute the music duration 221 m_duration = usecs(sampleCount * 1_000_000 / sampleRate / channelCount); 222 223 // Resize the internal buffer so that it can contain 1 second of audio samples 224 m_samples.length = sampleRate * channelCount; 225 226 // Initialize the stream 227 super.initialize(channelCount, sampleRate); 228 229 } 230 231 } 232 } 233 234 unittest 235 { 236 version(DSFML_Unittest_Audio) 237 { 238 import std.stdio; 239 import dsfml.system.clock; 240 241 writeln("Unit test for Music Class"); 242 243 auto music = new Music(); 244 245 //TODO: update this for a real unit test users can run themselves. 246 if(!music.openFromFile("res/TestMusic.ogg")) 247 { 248 return; 249 } 250 251 auto clock = new Clock(); 252 253 writeln("Playing music for 5 seconds"); 254 255 music.play(); 256 while(clock.getElapsedTime().total!"seconds" < 5) 257 { 258 //playing music in seoarate thread while main thread is stuck here 259 } 260 261 music.stop(); 262 263 264 265 266 writeln(); 267 } 268 }