//! Regular sound that can be played in the audio environment. const sf = struct { pub usingnamespace @import("../sfml.zig"); pub usingnamespace sf.audio; }; const Sound = @This(); // Constructor/destructor /// Inits an empty sound pub fn create() !Sound { var sound = sf.c.sfSound_create(); if (sound == null) return sf.Error.nullptrUnknownReason; return Sound{ .ptr = sound.? }; } /// Inits a sound with a SoundBuffer object pub fn createFromBuffer(buffer: sf.SoundBuffer) !Sound { var sound = try Sound.create(); sound.setBuffer(buffer); return sound; } /// Destroys this sound object pub fn destroy(self: Sound) void { sf.c.sfSound_destroy(self.ptr); } // Sound control functions /// Plays the sound pub fn play(self: Sound) void { sf.c.sfSound_play(self.ptr); } /// Pauses the sound pub fn pause(self: Sound) void { sf.c.sfSound_pause(self.ptr); } /// Stops the sound and resets the player position pub fn stop(self: Sound) void { sf.c.sfSound_stop(self.ptr); } // Getters / Setters /// Gets the buffer this sound is attached to pub fn getBuffer(self: Sound) ?sf.SoundBuffer { var buf = sf.c.sfSound_getBuffer(self.ptr); if (buf) |buffer| { return .{ .ptr = buffer }; } else return null; } /// Sets the buffer this sound will play pub fn setBuffer(self: Sound, buffer: sf.SoundBuffer) void { sf.c.sfSound_setBuffer(self.ptr, buffer.ptr); } /// Gets the current playing offset of the sound pub fn getPlayingOffset(self: Sound) sf.Time { return sf.Time.fromCSFML(sf.c.sfSound_getPlayingOffset(self.ptr)); } /// Sets the current playing offset of the sound pub fn setPlayingOffset(self: Sound, offset: sf.Time) void { sf.c.sfSound_setPlayingOffset(self.ptr, offset.toCSFML()); } /// Tells whether or not this sound is in loop mode pub fn getLoop(self: Sound) bool { return sf.c.sfSound_getLoop(self.ptr) != 0; } /// Enable or disable auto loop pub fn setLoop(self: Sound, loop: bool) void { sf.c.sfSound_setLoop(self.ptr, if (loop) 1 else 0); } /// Sets the pitch of the sound pub fn getPitch(self: Sound) f32 { return sf.c.sfSound_getPitch(self.ptr); } /// Gets the pitch of the sound pub fn setPitch(self: Sound, pitch: f32) void { sf.c.sfSound_setPitch(self.ptr, pitch); } /// Sets the volume of the sound pub fn getVolume(self: Sound) f32 { return sf.c.sfSound_getVolume(self.ptr); } /// Gets the volume of the sound pub fn setVolume(self: Sound, volume: f32) void { sf.c.sfSound_setVolume(self.ptr, volume); } pub const getStatus = @compileError("Function is not implemented yet."); pub const setRelativeToListener = @compileError("Function is not implemented yet."); pub const isRelativeToListener = @compileError("Function is not implemented yet."); pub const setMinDistance = @compileError("Function is not implemented yet."); pub const setAttenuation = @compileError("Function is not implemented yet."); pub const getMinDistance = @compileError("Function is not implemented yet."); pub const getAttenuation = @compileError("Function is not implemented yet."); /// Pointer to the csfml sound ptr: *sf.c.sfSound,