Sound Class

SFML.Net

Sound Class
Regular sound that can be played in the audio environment
Inheritance Hierarchy
SystemObject  SFMLObjectBase
    SFML.AudioSound

Namespace: SFML.Audio
Assembly: sfmlnet-audio-2 (in sfmlnet-audio-2.dll) Version: 2.2.0.0 (2.2.0)
Syntax
public class Sound : ObjectBase
Public Class Sound
	Inherits ObjectBase
public ref class Sound : public ObjectBase
type Sound =  
    class
        inherit ObjectBase
    end

The Sound type exposes the following members.

Constructors
  NameDescription
Public methodSound
Default constructor (invalid sound)
Public methodSound(Sound)
Construct the sound from another source
Public methodSound(SoundBuffer)
Construct the sound with a buffer
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Methods
  NameDescription
Protected methodDestroy
Handle the destruction of the object
(Overrides ObjectBaseDestroy(Boolean).)
Public methodDispose
Explicitely dispose the object
(Inherited from ObjectBase.)
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Protected methodFinalize
Dispose the object
(Inherited from ObjectBase.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodPause
Pause the sound. This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
Public methodPlay
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.
Public methodStop
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()).
Public methodToString
Provide a string describing the object
(Overrides ObjectToString.)
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Properties
  NameDescription
Public propertyAttenuation
Attenuation factor of the music. The attenuation is a multiplicative factor which makes the music 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.
Public propertyCPointer
Access to the internal pointer of the object. For internal use only
(Inherited from ObjectBase.)
Public propertyLoop
Flag if 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 set. The default looping state for sounds is false.
Public propertyMinDistance
Minimum distance of the 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.
Public propertyPitch
Pitch of the 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.
Public propertyPlayingOffset
Current playing position of the sound. The playing position can be changed when the sound is either paused or playing.
Public propertyPosition
3D position of the 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).
Public propertyRelativeToListener
Make the music'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).
Public propertySoundBuffer
Buffer containing the sound data to play through the sound. It is important to note that the sound buffer is not copied, thus the SoundBuffer instance must remain alive as long as it is attached to the sound.
Public propertyStatus
Current status of the sound (see SoundStatus enum)
Public propertyVolume
Volume of the sound. The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.
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See Also