class SF::Sound
inherits SF::SoundSource
#
Regular sound that can be played in the audio environment
SF::Sound
is the class to use to play sounds.
It provides:
- Control (play, pause, stop)
- Ability to modify output parameters in real-time (pitch, volume, ...)
- 3D spatial features (position, attenuation, ...).
SF::Sound
is perfect for playing short sounds that can
fit in memory and require no latency, like foot steps or
gun shots. For longer sounds, like background musics
or long speeches, rather see SF::Music
(which is based
on streaming).
In order to work, a sound must be given a buffer of audio
data to play. Audio data (samples) is stored in SF::SoundBuffer
,
and attached to a sound with the buffer=()
function.
The buffer object attached to a sound must remain alive
as long as the sound uses it. Note that multiple sounds
can use the same sound buffer at the same time.
Usage example:
buffer = SF::SoundBuffer.from_file("sound.wav")
sound = SF::Sound.new
sound.buffer = buffer
sound.play
See also: SF::SoundBuffer
, SF::Music
Constructors#
.new(buffer : SoundBuffer)
#
Construct the sound with a buffer
- buffer - Sound buffer containing the audio data to play with the sound
Methods#
#buffer=(buffer : SoundBuffer)
#
Set the source buffer containing the audio data to play
It is important to note that the sound buffer is not copied,
thus the SF::SoundBuffer
instance must remain alive as long
as it is attached to the sound.
- buffer - Sound buffer to attach to the sound
See also: buffer
#loop : Bool
#
Tell whether or not the sound is in loop mode
Returns: True if the sound is looping, false otherwise
See also: loop=
#loop=(loop : Bool)
#
Set whether or not the sound should loop after reaching the end
If set, the sound will restart from beginning after
reaching the end and so on, until it is stopped or
loop=(false)
is called.
The default looping state for sound is false.
- loop - True to play in loop, false to play once
See also: loop
#pause
#
Pause the sound
This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
#play
#
Start or resume playing the sound
This function starts the stream if it was stopped, resumes it if it was paused, and restarts it from beginning if it was it already playing. This function uses its own thread so that it doesn't block the rest of the program while the sound is played.
#playing_offset : Time
#
Get the current playing position of the sound
Returns: Current playing position, from the beginning of the sound
See also: playing_offset=
#playing_offset=(time_offset : Time)
#
Change the current playing position of the sound
The playing position can be changed when the sound is either paused or playing. Changing the playing position when the sound is stopped has no effect, since playing the sound will reset its position.
- time_offset - New playing position, from the beginning of the sound
See also: playing_offset
#reset_buffer
#
Reset the internal buffer of the sound
This function is for internal use only, you don't have
to use it. It is called by the SF::SoundBuffer
that
this sound uses, when it is destroyed in order to prevent
the sound from using a dead buffer.
#status : SoundSource::Status
#
Get the current status of the sound (stopped, paused, playing)
Returns: Current status of the sound
#stop
#
stop playing the sound
This function stops the sound if it was playing or paused,
and does nothing if it was already stopped.
It also resets the playing position (unlike pause()
).