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 core.time; 23 24 import dsfml.audio.soundfile; 25 import dsfml.audio.sound; 26 27 import dsfml.system.inputstream; 28 29 import std.stdio; 30 31 import std.string; 32 33 import std.algorithm; 34 import std.array; 35 36 //import core.memory; 37 38 import dsfml.system.err; 39 40 /++ 41 + Storage for audio samples defining a sound. 42 + 43 + 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. 44 + 45 + 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. 46 + 47 + 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, ...). 48 + 49 + 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. 50 + 51 + 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). 52 + 53 + See_Also: http://www.sfml-dev.org/documentation/2.0/classsf_1_1SoundBuffer.php#details 54 + Authors: Laurent Gomila, Jeremy DeHaan 55 +/ 56 class SoundBuffer 57 { 58 package sfSoundBuffer* sfPtr; 59 60 this() 61 { 62 import dsfml.system.string; 63 sfPtr = sfSoundBuffer_construct(); 64 err.write(dsfml.system..string.toString(sfErr_getOutput())); 65 } 66 67 ~this() 68 { 69 import dsfml.system.config; 70 mixin(destructorOutput); 71 sfSoundBuffer_destroy(sfPtr); 72 } 73 74 //TODO: copy constructor? 75 //So many possible properties.... 76 77 /** 78 * Get the array of audio samples stored in the buffer. 79 * 80 * 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. 81 * 82 * Returns: Read-only pointer to the array of sound samples 83 */ 84 const(short[]) getSamples() const 85 { 86 if(sfSoundBuffer_getSampleCount(sfPtr) > 0) 87 { 88 return sfSoundBuffer_getSamples(sfPtr)[0 .. sfSoundBuffer_getSampleCount(sfPtr)]; 89 } 90 else 91 { 92 return null; 93 } 94 } 95 96 /** 97 * Get the sample rate of the sound. 98 * 99 * 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). 100 * 101 * Returns: Sample rate (number of samples per second) 102 */ 103 uint getSampleRate() const 104 { 105 return sfSoundBuffer_getSampleRate(sfPtr); 106 } 107 108 /** 109 * Get the number of channels used by the sound. 110 * 111 * If the sound is mono then the number of channels will be 1, 2 for stereo, etc. 112 * 113 * Returns: Number of channels 114 */ 115 uint getChannelCount() const 116 { 117 return sfSoundBuffer_getChannelCount(sfPtr); 118 } 119 120 /** 121 * Get the total duration of the sound. 122 * 123 * Returns: Sound duration 124 */ 125 Duration getDuration() const 126 { 127 import core.time; 128 return usecs(sfSoundBuffer_getDuration(sfPtr)); 129 } 130 131 /** 132 * Load the sound buffer from a file. 133 * 134 * 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. 135 * 136 * Params: 137 * filename = Path of the sound file to load 138 * 139 * Returns: True if loading succeeded, false if it failed 140 */ 141 bool loadFromFile(string filename) 142 { 143 import dsfml.system.string; 144 if(sfSoundBuffer_loadFromFile(sfPtr, toStringz(filename))) 145 { 146 return true; 147 } 148 else 149 { 150 err.write(dsfml.system..string.toString(sfErr_getOutput())); 151 return false; 152 } 153 } 154 155 /** 156 * Load the sound buffer from a file in memory. 157 * 158 * 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. 159 * 160 * Params: 161 * data = The array of data 162 * 163 * Returns: True if loading succeeded, false if it failed 164 */ 165 bool loadFromMemory(const(void)[] data) 166 { 167 if(sfSoundBuffer_loadFromMemory(sfPtr, data.ptr, data.length)) 168 { 169 return true; 170 } 171 else 172 { 173 import dsfml.system.string; 174 err.write(dsfml.system..string.toString(sfErr_getOutput())); 175 return false; 176 } 177 } 178 179 /* 180 * Load the sound buffer from a custom stream. 181 * 182 * 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. 183 * 184 * Params: 185 * stream = Source stream to read from 186 * 187 * Returns: True if loading succeeded, false if it failed 188 */ 189 bool loadFromStream(InputStream stream) 190 { 191 if(sfSoundBuffer_loadFromStream(sfPtr, new SoundBufferStream(stream))) 192 { 193 return true; 194 } 195 else 196 { 197 import dsfml.system.string; 198 err.write(dsfml.system..string.toString(sfErr_getOutput())); 199 return false; 200 } 201 } 202 203 /** 204 * Load the sound buffer from an array of audio samples. 205 * 206 * The assumed format of the audio samples is 16 bits signed integer (short). 207 * 208 * Params: 209 * samples = Array of samples in memory 210 * channelCount = Number of channels (1 = mono, 2 = stereo, ...) 211 * sampleRate = Sample rate (number of samples to play per second) 212 * 213 * Returns: True if loading succeeded, false if it failed 214 */ 215 bool loadFromSamples(const(short[]) samples, uint channelCount, uint sampleRate) 216 { 217 if(sfSoundBuffer_loadFromSamples(sfPtr, samples.ptr, samples.length, channelCount, sampleRate)) 218 { 219 return true; 220 } 221 else 222 { 223 import dsfml.system.string; 224 err.write(dsfml.system..string.toString(sfErr_getOutput())); 225 return false; 226 } 227 } 228 229 /** 230 * Save the sound buffer to an audio file. 231 * 232 * 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. 233 * 234 * Params: 235 * filename = Path of the sound file to write 236 * 237 * Returns: True if saving succeeded, false if it failed 238 */ 239 bool saveToFile(string filename) 240 { 241 import dsfml.system.string; 242 if(sfSoundBuffer_saveToFile(sfPtr, toStringz(filename))) 243 { 244 return true; 245 } 246 else 247 { 248 249 err.write(dsfml.system..string.toString(sfErr_getOutput())); 250 return false; 251 } 252 } 253 254 255 } 256 257 unittest 258 { 259 version(DSFML_Unittest_Audio) 260 { 261 import std.stdio; 262 263 writeln("Unit test for sound buffer"); 264 265 auto soundbuffer = new SoundBuffer(); 266 267 if(!soundbuffer.loadFromFile("res/TestSound.ogg")) 268 { 269 //error 270 return; 271 } 272 273 writeln("Sample Rate: ", soundbuffer.getSampleRate()); 274 275 writeln("Channel Count: ", soundbuffer.getChannelCount()); 276 277 writeln("Duration: ", soundbuffer.getDuration().total!"seconds"); 278 279 writeln("Sample Count: ", soundbuffer.getSamples().length); 280 281 //use sound buffer here 282 283 writeln(); 284 } 285 } 286 287 288 private extern(C++) interface sfmlInputStream 289 { 290 long read(void* data, long size); 291 292 long seek(long position); 293 294 long tell(); 295 296 long getSize(); 297 } 298 299 300 private class SoundBufferStream:sfmlInputStream 301 { 302 private InputStream myStream; 303 304 this(InputStream stream) 305 { 306 myStream = stream; 307 } 308 309 extern(C++)long read(void* data, long size) 310 { 311 return myStream.read(data[0..cast(size_t)size]); 312 } 313 314 extern(C++)long seek(long position) 315 { 316 return myStream.seek(position); 317 } 318 319 extern(C++)long tell() 320 { 321 return myStream.tell(); 322 } 323 324 extern(C++)long getSize() 325 { 326 return myStream.getSize(); 327 } 328 } 329 330 package struct sfSoundBuffer; 331 332 private extern(C): 333 334 sfSoundBuffer* sfSoundBuffer_construct(); 335 336 bool sfSoundBuffer_loadFromFile(sfSoundBuffer* soundBuffer, const char* filename); 337 338 bool sfSoundBuffer_loadFromMemory(sfSoundBuffer* soundBuffer, const void* data, size_t sizeInBytes); 339 340 bool sfSoundBuffer_loadFromStream(sfSoundBuffer* soundBuffer, sfmlInputStream stream); 341 342 bool sfSoundBuffer_loadFromSamples(sfSoundBuffer* soundBuffer, const short* samples, size_t sampleCount, uint channelCount, uint sampleRate); 343 344 sfSoundBuffer* sfSoundBuffer_copy(const sfSoundBuffer* soundBuffer); 345 346 void sfSoundBuffer_destroy(sfSoundBuffer* soundBuffer); 347 348 bool sfSoundBuffer_saveToFile(const sfSoundBuffer* soundBuffer, const char* filename); 349 350 const(short)* sfSoundBuffer_getSamples(const sfSoundBuffer* soundBuffer); 351 352 size_t sfSoundBuffer_getSampleCount(const sfSoundBuffer* soundBuffer); 353 354 uint sfSoundBuffer_getSampleRate(const sfSoundBuffer* soundBuffer); 355 356 uint sfSoundBuffer_getChannelCount(const sfSoundBuffer* soundBuffer); 357 358 long sfSoundBuffer_getDuration(const sfSoundBuffer* soundBuffer); 359 360 const(char)* sfErr_getOutput();