class SF::Sound

Overview

Regular sound that can be played in the audio environment

SF::Sound is the class to use to play sounds. It provides:

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

Defined in:

audio/obj.cr

Constructors

Instance Method Summary

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

def self.new(buffer : SoundBuffer) #

Construct the sound with a buffer

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

[View source]
def self.new #

Default constructor


[View source]

Instance Method Detail

def 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]
def finalize #

Destructor


[View source]
def 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]
def 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]
def 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]
def 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]
def 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]
def 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]
def 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]
def status : SoundSource::Status #

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

Returns: Current status of the sound


[View source]
def 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]