Sound

Functions

sfSound *sfSound_create(const sfSoundBuffer *buffer)

Create a new sound.

Parameters:
  • buffer – Sound buffer containing the audio data to play with the sound

Returns:

A new sfSound object

sfSound *sfSound_copy(const sfSound *sound)

Create a new sound by copying an existing one.

Parameters:
  • sound – Sound to copy

Returns:

A new sfSound object which is a copy of sound

void sfSound_destroy(const sfSound *sound)

Destroy a sound.

Parameters:
  • sound – Sound to destroy

void sfSound_play(sfSound *sound)

Start or resume playing a sound.

This function starts the sound 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.

Parameters:
  • sound – Sound object

void sfSound_pause(sfSound *sound)

Pause a sound.

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

Parameters:
  • sound – Sound object

void sfSound_stop(sfSound *sound)

Stop playing a 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 sfSound_pause).

Parameters:
  • sound – Sound object

void sfSound_setBuffer(sfSound *sound, const sfSoundBuffer *buffer)

Set the source buffer containing the audio data to play.

It is important to note that the sound buffer is not copied, thus the sfSoundBuffer object must remain alive as long as it is attached to the sound.

Parameters:
  • sound – Sound object

  • buffer – Sound buffer to attach to the sound

const sfSoundBuffer *sfSound_getBuffer(const sfSound *sound)

Get the audio buffer attached to a sound.

Parameters:
  • sound – Sound object

Returns:

Sound buffer attached to the sound (can be NULL)

void sfSound_setLooping(sfSound *sound, bool loop)

Set whether or not a 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 sfSound_setLooping(sound, false) is called. The default looping state for sounds is false.

Parameters:
  • sound – Sound object

  • loop – true to play in loop, false to play once

bool sfSound_isLooping(const sfSound *sound)

Tell whether or not a sound is in loop mode.

Parameters:
  • sound – Sound object

Returns:

true if the sound is looping, false otherwise

sfSoundStatus sfSound_getStatus(const sfSound *sound)

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

Parameters:
  • sound – Sound object

Returns:

Current status

void sfSound_setPitch(sfSound *sound, float pitch)

Set the pitch of a sound.

The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The default value for the pitch is 1.

Parameters:
  • sound – Sound object

  • pitch – New pitch to apply to the sound

void sfSound_setPan(sfSound *sound, float pan)

Set the pan of the sound.

Using panning, a mono sound can be panned between stereo channels. When the pan is set to -1, the sound is played only on the left channel, when the pan is set to +1, the sound is played only on the right channel.

Parameters:
  • sound – Sound object

  • pan – New pan to apply to the sound [-1, +1]

void sfSound_setVolume(sfSound *sound, float volume)

Set the volume of a sound.

The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.

Parameters:
  • sound – Sound object

  • volume – Volume of the sound

void sfSound_setSpatializationEnabled(sfSound *sound, bool enabled)

Set whether spatialization of the sound is enabled.

Spatialization is the application of various effects to simulate a sound being emitted at a virtual position in 3D space and exhibiting various physical phenomena such as directional attenuation and doppler shift.

Parameters:
  • sound – Sound object

  • enabledtrue to enable spatialization, false to disable

void sfSound_setPosition(sfSound *sound, sfVector3f position)

Set the 3D position of a sound in the audio scene.

Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).

Parameters:
  • sound – Sound object

  • position – Position of the sound in the scene

void sfSound_setDirection(sfSound *sound, sfVector3f direction)

Set the 3D direction of the sound in the audio scene.

The direction defines where the sound source is facing in 3D space. It will affect how the sound is attenuated if facing away from the listener. The default direction of a sound is (0, 0, -1).

Parameters:
  • sound – Sound object

  • direction – Direction of the sound in the scene

void sfSound_setCone(sfSound *sound, sfSoundSourceCone cone)

Set the cone properties of the sound in the audio scene.

The cone defines how directional attenuation is applied. The default cone of a sound is (2 * PI, 2 * PI, 1).

Parameters:
  • sound – Sound object

  • cone – Cone properties of the sound in the scene

void sfSound_setVelocity(sfSound *sound, sfVector3f velocity)

Set the 3D velocity of the sound in the audio scene.

The velocity is used to determine how to doppler shift the sound. Sounds moving towards the listener will be perceived to have a higher pitch and sounds moving away from the listener will be perceived to have a lower pitch.

Parameters:
  • sound – Sound object

  • velocity – Velocity of the sound in the scene

void sfSound_setDopplerFactor(sfSound *sound, float factor)

Set the doppler factor of the sound.

The doppler factor determines how strong the doppler shift will be.

Parameters:
  • sound – Sound object

  • factor – New doppler factor to apply to the sound

void sfSound_setDirectionalAttenuationFactor(sfSound *sound, float factor)

Set the directional attenuation factor of the sound.

Depending on the virtual position of an output channel relative to the listener (such as in surround sound setups), sounds will be attenuated when emitting them from certain channels. This factor determines how strong the attenuation based on output channel position relative to the listener is.

Parameters:
  • sound – Sound object

  • factor – New directional attenuation factor to apply to the sound

void sfSound_setRelativeToListener(sfSound *sound, bool relative)

Make the sound’s position relative to the listener or absolute.

Making a sound relative to the listener will ensure that it will always be played the same way regardless the position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).

Parameters:
  • sound – Sound object

  • relative – true to set the position relative, false to set it absolute

void sfSound_setMinDistance(sfSound *sound, float distance)

Set the minimum distance of a sound.

The “minimum distance” of a sound is the maximum distance at which it is heard at its maximum volume. Further than the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 (“inside the head

of the listener”) is an invalid value and is forbidden. The default value of the minimum distance is 1.

Parameters:
  • sound – Sound object

  • distance – New minimum distance of the sound

void sfSound_setMaxDistance(sfSound *sound, float distance)

Set the maximum distance of the sound.

The “maximum distance” of a sound is the minimum distance at which it is heard at its minimum volume. Closer than the maximum distance, it will start to fade in according to its attenuation factor. The default value of the maximum distance is the maximum value a float can represent.

Parameters:
  • sound – Sound object

  • distance – New maximum distance of the sound

void sfSound_setMinGain(sfSound *sound, float gain)

Set the minimum gain of the sound.

When the sound is further away from the listener than the “maximum distance” the attenuated gain is clamped so it cannot go below the minimum gain value.

Parameters:
  • sound – Sound object

  • gain – New minimum gain of the sound

void sfSound_setMaxGain(sfSound *sound, float gain)

Set the maximum gain of the sound.

When the sound is closer from the listener than the “minimum distance” the attenuated gain is clamped so it cannot go above the maximum gain value.

Parameters:
  • sound – Sound object

  • gain – New maximum gain of the sound

void sfSound_setAttenuation(sfSound *sound, float attenuation)

Set the attenuation factor of a sound.

The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.

Parameters:
  • sound – Sound object

  • attenuation – New attenuation factor of the sound

void sfSound_setPlayingOffset(sfSound *sound, sfTime timeOffset)

Change the current playing position of a sound.

The playing position can be changed when the sound is either paused or playing.

Parameters:
  • sound – Sound object

  • timeOffset – New playing position

void sfSound_setEffectProcessor(sfSound *sound, sfEffectProcessor effectProcessor)

Set the effect processor to be applied to the sound.

The effect processor is a callable that will be called with sound data to be processed.

Parameters:
  • sound – Sound object

  • effectProcessor – The effect processor to attach to this sound, attach an empty processor to disable processing

float sfSound_getPitch(const sfSound *sound)

Get the pitch of a sound.

Parameters:
  • sound – Sound object

Returns:

Pitch of the sound

float sfSound_getPan(const sfSound *sound)

Get the pan of the sound.

Parameters:
  • sound – Sound object

Returns:

Pan of the sound

float sfSound_getVolume(const sfSound *sound)

Get the volume of a sound.

Parameters:
  • sound – Sound object

Returns:

Volume of the sound, in the range [0, 100]

bool sfSound_isSpatializationEnabled(const sfSound *sound)

Tell whether spatialization of the sound is enabled.

Parameters:
  • sound – Sound object

Returns:

true if spatialization is enabled, false if it’s disabled

sfVector3f sfSound_getPosition(const sfSound *sound)

Get the 3D position of a sound in the audio scene.

Parameters:
  • sound – Sound object

Returns:

Position of the sound in the world

sfVector3f sfSound_getDirection(const sfSound *sound)

Get the 3D direction of the sound in the audio scene.

Parameters:
  • sound – Sound object

Returns:

Direction of the sound

sfSoundSourceCone sfSound_getCone(const sfSound *sound)

Get the cone properties of the sound in the audio scene.

Parameters:
  • sound – Sound object

Returns:

Cone properties of the sound

sfVector3f sfSound_getVelocity(const sfSound *sound)

Get the 3D velocity of the sound in the audio scene.

Parameters:
  • sound – Sound object

Returns:

Velocity of the sound

float sfSound_getDopplerFactor(const sfSound *sound)

Get the doppler factor of the sound.

Parameters:
  • sound – Sound object

Returns:

Doppler factor of the sound

float sfSound_getDirectionalAttenuationFactor(const sfSound *sound)

Get the directional attenuation factor of the sound.

Parameters:
  • sound – Sound object

Returns:

Directional attenuation factor of the sound

bool sfSound_isRelativeToListener(const sfSound *sound)

Tell whether a sound’s position is relative to the listener or is absolute.

Parameters:
  • sound – Sound object

Returns:

true if the position is relative, false if it’s absolute

float sfSound_getMinDistance(const sfSound *sound)

Get the minimum distance of a sound.

Parameters:
  • sound – Sound object

Returns:

Minimum distance of the sound

float sfSound_getMaxDistance(const sfSound *sound)

Get the maximum distance of the sound.

Parameters:
  • sound – Sound object

Returns:

Maximum distance of the sound

float sfSound_getMinGain(const sfSound *sound)

Get the minimum gain of the sound.

Parameters:
  • sound – Sound object

Returns:

Minimum gain of the sound

float sfSound_getMaxGain(const sfSound *sound)

Get the maximum gain of the sound.

Parameters:
  • sound – Sound object

Returns:

Maximum gain of the sound

float sfSound_getAttenuation(const sfSound *sound)

Get the attenuation factor of a sound.

Parameters:
  • sound – Sound object

Returns:

Attenuation factor of the sound

sfTime sfSound_getPlayingOffset(const sfSound *sound)

Get the current playing position of a sound.

Parameters:
  • sound – Sound object

Returns:

Current playing position