SFML-2.3.2.2: SFML bindings

Safe HaskellNone
LanguageHaskell98

SFML.Audio.Sound

Synopsis

Documentation

createSound :: IO Sound

Create a new sound.

copySound :: Sound -> IO Sound

Create a new sound by copying an existing one.

destroy :: SFResource a => a -> IO ()

Destroy the given SFML resource.

play :: SFSound a => a -> IO ()

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.

pause :: SFSound a => a -> IO ()

Pause a sound.

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

stop :: SFSound a => a -> IO ()

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 pause).

setSoundBuffer :: Sound -> SoundBuffer -> IO ()

Set the source buffer containing the audio data to play.

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

getSoundBuffer :: Sound -> IO SoundBuffer

Get the audio buffer attached to a sound.

setLoop :: SFSound a => a -> Bool -> IO ()

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 setLoop False is called.

The default looping state for sounds is false.

getLoop :: SFSound a => a -> IO Bool

Tell whether or not a sound is in loop mode.

getStatus :: SFSound a => a -> IO SoundStatus

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

setPitch :: SFSound a => a -> Float -> IO ()

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.

setVolume :: SFSound a => a -> Float -> IO ()

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.

setPosition :: SFSound a => a -> Vec3f -> IO ()

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).

setRelativeToListener :: SFSound a => a -> Bool -> IO ()

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).

setMinDistance :: SFSound a => a -> Float -> IO ()

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.

setAttenuation :: SFSound a => a -> Float -> IO ()

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.

setPlayingOffset :: SFSound a => a -> Time -> IO ()

Change the current playing position of a sound.

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

getPitch :: SFSound a => a -> IO Float

Get the pitch of a sound.

getVolume :: SFSound a => a -> IO Float

Get the volume of a sound.

getPosition :: SFSound a => a -> IO Vec3f

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

isRelativeToListener :: SFSound a => a -> IO Bool

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

getMinDistance :: SFSound a => a -> IO Float

Get the minimum distance of a sound.

getAttenuation :: SFSound a => a -> IO Float

Get the attenuation factor of a sound.

getPlayingOffset :: SFSound a => a -> IO Time

Get the current playing position of a sound.