class SF::Music
- SF::Music
- SF::SoundStream
- SF::SoundSource
- Reference
- Object
Overview
Streamed music played from an audio file
Musics are sounds that are streamed rather than completely
loaded in memory. 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.
This implies that the underlying resource (file, stream or
memory buffer) must remain valid for the lifetime of the
SF::Music object.
Apart from that, a SF::Music has almost the same features as
the SF::SoundBuffer / SF::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.
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.
Usage example:
# Declare a new music
music = SF::Music.new
# Open it from an audio file
if !music.open_from_file("music.ogg")
    # error...
end
# Change some parameters
music.set_position(0, 1, 10) # change its 3D position
music.pitch = 2              # increase the pitch
music.volume = 50            # reduce the volume
music.loop = true            # make it loop
# Play it
music.play()See also: SF::Sound, SF::SoundStream
Defined in:
audio/audio.craudio/obj.cr
Constructors
- 
        .from_file(*args, **kwargs) : self
        
          Shorthand for music = Music.new; music.open_from_file(...); music
- 
        .from_memory(*args, **kwargs) : self
        
          Shorthand for music = Music.new; music.open_from_memory(...); music
- 
        .from_stream(*args, **kwargs) : self
        
          Shorthand for music = Music.new; music.open_from_stream(...); music
- 
        .new
        
          Default constructor 
Instance Method Summary
- 
        #duration : Time
        
          Get the total duration of the music 
- 
        #finalize
        
          Destructor 
- 
        #loop_points : Music::TimeSpan
        
          Get the positions of the of the sound's looping sequence 
- 
        #loop_points=(time_points : Music::TimeSpan)
        
          Sets the beginning and end of the sound's looping sequence using SF::Time
- 
        #on_get_data : Slice(Int16) | Nil
        
          Request a new chunk of audio samples from the stream source 
- 
        #on_loop : Int64
        
          Change the current playing position in the stream source to the loop offset 
- 
        #on_seek(time_offset : Time)
        
          Change the current playing position in the stream source 
- 
        #open_from_file(filename : String) : Bool
        
          Open a music from an audio file 
- 
        #open_from_memory(data : Slice) : Bool
        
          Open a music from an audio file in memory 
- 
        #open_from_stream(stream : InputStream) : Bool
        
          Open a music from an audio file in a custom stream 
Instance methods inherited from class SF::SoundStream
  
  
    
      channel_count : Int32
    channel_count, 
    
  
    
      finalize
    finalize, 
    
  
    
      loop : Bool
    loop, 
    
  
    
      loop=(loop : Bool)
    loop=, 
    
  
    
      on_get_data : Slice(Int16) | Nil
    on_get_data, 
    
  
    
      on_loop : Int64
    on_loop, 
    
  
    
      on_seek(time_offset : Time)
    on_seek, 
    
  
    
      pause
    pause, 
    
  
    
      play
    play, 
    
  
    
      playing_offset : Time
    playing_offset, 
    
  
    
      playing_offset=(time_offset : Time)
    playing_offset=, 
    
  
    
      sample_rate : Int32
    sample_rate, 
    
  
    
      status : SoundSource::Status
    status, 
    
  
    
      stop
    stop
    
  
    
  Constructor methods inherited from class SF::SoundStream
  
  
    
      new(channel_count : Int, sample_rate : Int)
    new
    
  
    
  
    
  Instance methods inherited from class SF::SoundSource
  
  
    
      attenuation : Float32
    attenuation, 
    
  
    
      attenuation=(attenuation : Number)
    attenuation=, 
    
  
    
      finalize
    finalize, 
    
  
    
      min_distance : Float32
    min_distance, 
    
  
    
      min_distance=(distance : Number)
    min_distance=, 
    
  
    
      pause
    pause, 
    
  
    
      pitch : Float32
    pitch, 
    
  
    
      pitch=(pitch : Number)
    pitch=, 
    
  
    
      play
    play, 
    
  
    
      position : Vector3f
    position, 
    
  
    
      position=(position : Vector3f)
    position=, 
    
  
    
      relative_to_listener=(relative : Bool)
    relative_to_listener=, 
    
  
    
      relative_to_listener? : Bool
    relative_to_listener?, 
    
  
    
      set_position(x : Number, y : Number, z : Number)
    set_position, 
    
  
    
      status : SoundSource::Status
    status, 
    
  
    
      stop
    stop, 
    
  
    
      volume : Float32
    volume, 
    
  
    
      volume=(volume : Number)
    volume=
    
  
    
    
  
    
    
    
  
    
    
    
  
    
    
    
  
Constructor Detail
Instance Method Detail
Get the positions of the of the sound's looping sequence
Returns: Loop Time position class.
Warning: Since loop_points=() performs some adjustments on the provided values and rounds them to internal samples, a call to loop_points() is not guaranteed to return the same times passed into a previous call to loop_points=(). However, it is guaranteed to return times that will map to the valid internal samples of this Music if they are later passed to loop_points=().
See also: #loop_points=
Sets the beginning and end of the sound's looping sequence using SF::Time
Loop points allow one to specify a pair of positions such that, when the music is enabled for looping, it will seamlessly seek to the beginning whenever it encounters the end. Valid ranges for time_points.offset and time_points.length are [0, Dur) and (0, Dur-offset] respectively, where Dur is the value returned by duration(). Note that the EOF "loop point" from the end to the beginning of the stream is still honored, in case the caller seeks to a point after the end of the loop range. This function can be safely called at any point after a stream is opened, and will be applied to a playing sound without affecting the current playing offset.
Warning: Setting the loop points while the stream's status is Paused will set its status to Stopped. The playing offset will be unaffected.
- time_points - The definition of the loop. Can be any time points within the sound's length
See also: #loop_points
Request a new chunk of audio samples from the stream source
This function fills the chunk from the next samples to read from the audio file.
- data - Chunk of data to fill
Returns: True to continue playback, false to stop
Change the current playing position in the stream source to the loop offset
This is called by the underlying SoundStream whenever it needs us to reset the seek position for a loop. We then determine whether we are looping on a loop point or the end-of-file, perform the seek, and return the new position.
Returns: The seek position after looping (or -1 if there's no loop)
Change the current playing position in the stream source
- time_offset - New playing position, from the beginning of the music
Open a music from an audio file
This function doesn't start playing the music (call play()
to do so).
See the documentation of SF::InputSoundFile for the list
of supported formats.
Warning: Since the music is not loaded at once but rather
streamed continuously, the file must remain accessible until
the SF::Music object loads a new music or is destroyed.
- filename - Path of the music file to open
Returns: True if loading succeeded, false if it failed
See also: #open_from_memory, #open_from_stream
Open a music from an audio file in memory
This function doesn't start playing the music (call play()
to do so).
See the documentation of SF::InputSoundFile for the list
of supported formats.
Warning: Since the music is not loaded at once but rather streamed
continuously, the data buffer must remain accessible until
the SF::Music object loads a new music or is destroyed. That is,
you can't deallocate the buffer right after calling this function.
- data - Slice containing the file data in memory
Returns: True if loading succeeded, false if it failed
See also: #open_from_file, #open_from_stream
Open a music from an audio file in a custom stream
This function doesn't start playing the music (call play()
to do so).
See the documentation of SF::InputSoundFile for the list
of supported formats.
Warning: Since the music is not loaded at once but rather
streamed continuously, the stream must remain accessible
until the SF::Music object loads a new music or is destroyed.
- stream - Source stream to read from
Returns: True if loading succeeded, false if it failed
See also: #open_from_file, #open_from_memory