Skip to content

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

Class methods#

.new(buffer : SoundBuffer) #

Construct the sound with a buffer

  • buffer - Sound buffer containing the audio data to play with the sound
View source

.new #

Default constructor

View source

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

View source

#finalize #

Destructor

View source

#loop : Bool #

Tell whether or not the sound is in loop mode

Returns: True if the sound is looping, false otherwise

See also: loop=

View source

#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

View source

#pause #

Pause the sound

This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.

See also: play, stop

View source

#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.

See also: pause, stop

View source

#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=

View source

#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

View source

#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.

View source

#status : SoundSource::Status #

Get the current status of the sound (stopped, paused, playing)

Returns: Current status of the sound

View source

#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()).

See also: play, pause

View source