Reputation: 297
I'm trying to play a sound file in SFML but it's not playing. This is the sound (warning: loud volume): http://freesound.org/people/thanvannispen/sounds/9550/. I've used an online converter to convert it to wav (http://audio.online-convert.com/convert-to-wav) but the sound plays fine in windows so that shouldn't be the problem.
SoundManager.h
#pragma once
#include <SFML\Audio.hpp>
#include <map>
class SoundManager
{
public:
SoundManager();
~SoundManager();
static bool load();
static std::map<std::string, sf::Sound> sound;
};
SoundManager.cpp
#include "SoundManager.h"
#include <SFML\Audio.hpp>
#include <map>
std::map<std::string, sf::Sound> SoundManager::sound = std::map<std::string, sf::Sound>();
SoundManager::SoundManager()
{
}
SoundManager::~SoundManager()
{
}
bool SoundManager::load() {
sf::SoundBuffer laughterBuffer;
if (!laughterBuffer.loadFromFile("data/sound/laughter.wav")) {
return false;
}
sf::Sound laughter;
laughter.setBuffer(laughterBuffer);
SoundManager::sound["laughter"] = laughter;
}
Here I load the sound:
Logger::print("Loading sound...");
if (!SoundManager::load()) {
Logger::error("Failed to load sound! Exiting...");
exit();
}
Logger::print("Sound loaded.");
And I play it like this just before entering the game loop (I've tried calling it from multiple places; none work)
SoundManager::sound["laughter"].play();
When I first tried to import SFML\Audio.hpp it gave me an error about not finding libsndfile-1.dll, so I copy/pasted it into the folder and now it works, but I'm not sure why that happened since I'm linking statically. Could it have something to do with how I am linking to SFML?
sfml-main.lib
sfml-network-s.lib
ws2_32.lib
sfml-audio-s.lib
sndfile.lib
openal32.lib
sfml-window-s.lib
sfml-system-s.lib
opengl32.lib
gdi32.lib
winmm.lib
sfml-graphics-s.lib
glew.lib
freetype.lib
jpeg.lib
Upvotes: 2
Views: 6740
Reputation: 5546
Not only sf::SoundBuffer, but sf::Sound also need to alive too.
You could set both of them as class variable or global variable (but not variable in a function because it will be killed after execution).
For example:
.h file
#pragma once
#include <SFML/Audio.hpp>
class SoundManager
{
private:
sf::SoundBuffer missile_launch_buff;
sf::Sound fire_sound;
public:
SoundManager();
void playMissileLaunch();
};
.cpp file
#include "SoundManager.h"
#include <iostream>
using namespace std;
SoundManager::SoundManager()
{
missile_launch_buff.loadFromFile("sound/missile_launch.wav");
}
void SoundManager::playMissileLaunch()
{
fire_sound.setBuffer(missile_launch_buff);
fire_sound.play();
cout << "Missile launch sound \n";
}
Upvotes: 0
Reputation: 3530
From SFML documentation about sf::Sound::setBuffer()
:
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.
which is not the case with laughterBuffer
.
I suggest having a look at Thor resources or sftools resources.
Upvotes: 2