SFML/bindings/ruby/sfml-audio/audio/SoundStream.cpp

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/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
#include "SoundStream.hpp"
#include "main.hpp"
#include <SFML/Audio/SoundStream.hpp>
VALUE globalSoundStreamClass;
/* External classes */
extern VALUE globalSoundSourceClass;
class rbSoundStream : public sf::SoundStream
{
public:
rbSoundStream()
{
}
~rbSoundStream()
{
if( myData != NULL )
{
delete[] myData;
}
}
void Init( VALUE rubySelf )
{
mySelf = rubySelf;
myOnGetDataID = rb_intern( "onGetData" );
myOnSeekID = rb_intern( "onSeek" );
myData = NULL;
}
void Initialize ( unsigned int channelsCount, unsigned int sampleRate )
{
sf::SoundStream::Initialize( channelsCount, sampleRate );
}
protected:
virtual bool OnGetData( Chunk& aData )
{
if( myData != NULL )
{
delete[] myData;
myData = NULL;
}
VALUE chunk = rb_funcall( mySelf, myOnGetDataID, 0 );
if( chunk == Qnil )
{
return false;
}
else
{
VALIDATE_CLASS( chunk, rb_cArray, "chunk" );
const unsigned int rawSamplesCount = FIX2UINT( rb_funcall( chunk, rb_intern( "size" ), 0 ) );
myData = new sf::Int16[rawSamplesCount];
VALUE samples = rb_ary_entry( chunk, 0 );
for(unsigned long index = 0; index < rawSamplesCount; index++)
{
const sf::Int16 val = NUM2INT( rb_ary_entry( samples, index ) );
myData[index] = val;
}
aData.Samples = myData;
aData.NbSamples = rawSamplesCount;
return true;
}
}
virtual void OnSeek( float anOffset )
{
rb_funcall( mySelf, myOnSeekID, 1, rb_float_new( anOffset ) );
}
VALUE mySelf;
ID myOnGetDataID;
ID myOnSeekID;
sf::Int16 *myData;
};
static VALUE SoundStream_Free( rbSoundStream *anObject )
{
delete anObject;
}
/* call-seq:
* sound_stream.play()
*
* Start or resume playing the audio stream.
*
* This function starts the stream if it was stopped, resumes it if it was paused, and does nothing it is it already
* playing. This function uses its own thread so that it doesn't block the rest of the program while the stream is played.
*/
static VALUE SoundStream_Play( VALUE self )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
object->Play();
return Qnil;
}
/* call-seq:
* sound_stream.pause()
*
* Start or resume playing the audio stream.
*
* This function starts the stream if it was stopped, resumes it if it was paused, and does nothing it is it already
* playing. This function uses its own thread so that it doesn't block the rest of the program while the stream is played.
*/
static VALUE SoundStream_Pause( VALUE self )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
object->Pause();
return Qnil;
}
/* call-seq:
* sound_stream.stop()
*
* Stop playing the audio stream.
*
* This function stops the stream if it was playing or paused, and does nothing if it was already stopped. It also
* resets the playing position (unlike pause()).
*/
static VALUE SoundStream_Stop( VALUE self )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
object->Stop();
return Qnil;
}
/* call-seq:
* sound_stream.getChannelsCount() -> fixnum
*
* Return the number of channels of the stream.
*
* 1 channel means a mono sound, 2 means stereo, etc.
*/
static VALUE SoundStream_GetChannelsCount( VALUE self )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
return INT2FIX( object->GetChannelsCount() );
}
/* call-seq:
* sound_stream.getSampleRate() -> fixnum
*
* Get the stream sample rate of the stream.
*
* The sample rate is the number of audio samples played per second. The higher, the better the quality.
*/
static VALUE SoundStream_GetSampleRate( VALUE self )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
return INT2FIX( object->GetSampleRate() );
}
/* call-seq:
* sound_stream.getStatus() -> fixnum
*
* Get the current status of the stream (stopped, paused, playing).
*/
static VALUE SoundStream_GetStatus( VALUE self )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
return INT2FIX( static_cast< int >( object->GetStatus() ) );
}
/* call-seq:
* sound_stream.setPlayingOffset( offset )
*
* Change the current playing position of the stream.
*
* The playing position can be changed when the stream is either paused or playing.
*/
static VALUE SoundStream_SetPlayingOffset( VALUE self, VALUE anOffset )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
object->SetPlayingOffset( NUM2DBL( anOffset ) );
return Qnil;
}
/* call-seq:
* sound_stream.getPlayingOffset() -> float
*
* Get the current playing position of the stream.
*/
static VALUE SoundStream_GetPlayingOffset( VALUE self, VALUE anOffset )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
return rb_float_new( object->GetPlayingOffset() );
}
/* call-seq:
* sound_stream.setLoop( loop )
*
* Set whether or not the stream should loop after reaching the end.
*
* If set, the stream 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 streams is false.
*/
static VALUE SoundStream_SetLoop( VALUE self, VALUE aLoop )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
if( aLoop == Qtrue )
{
object->SetLoop( true );
}
else if( aLoop == Qfalse )
{
object->SetLoop( false );
}
else
{
VALIDATE_CLASS( aLoop, rb_cTrueClass, "loop" );
}
return Qnil;
}
/* call-seq:
* sound_stream.getLoop() -> true or false
*
* Tell whether or not the stream is in loop mode.
*/
static VALUE SoundStream_GetLoop( VALUE self )
{
sf::SoundStream *object = NULL;
Data_Get_Struct( self, sf::SoundStream, object );
if( object->GetLoop() == true )
{
return Qtrue;
}
else
{
return Qfalse;
}
}
/* call-seq:
* sound_stream.initialize()
*
* This is a direct binding to the sf::SoundStream::Initialize function.
*
* Define the audio stream parameters.
*
* This function must be called by derived classes as soon as they know the audio settings of the stream to play. Any
* attempt to manipulate the stream (play(), ...) before calling this function will fail. It can be called multiple
* times if the settings of the audio stream change, but only when the stream is stopped.
*/
static VALUE SoundStream_Initialize( VALUE self, VALUE channelsCount, VALUE sampleRate )
{
rbSoundStream *object = NULL;
Data_Get_Struct( self, rbSoundStream, object );
object->Initialize( FIX2UINT( channelsCount ), FIX2UINT( sampleRate ) );
return self;
}
static VALUE SoundStream_New( int argc, VALUE *args, VALUE aKlass )
{
rbSoundStream *object = new rbSoundStream();
VALUE rbData = Data_Wrap_Struct( aKlass, 0, SoundStream_Free, object );
object->Init( rbData );
rb_obj_call_init( rbData, argc, args );
return rbData;
}
void Init_SoundStream( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* Abstract base class for streamed audio sources.
*
* Unlike audio buffers (see SFML::SoundBuffer), audio streams are never completely loaded in memory.
*
* Instead, the audio data is acquired continuously while the stream is playing. This behaviour allows to play a sound
* with no loading delay, and keeps the memory consumption very low.
*
* Sound sources that need to be streamed are usually big files (compressed audio musics that would eat hundreds of MB
* in memory) or files that would take a lot of time to be received (sounds played over the network).
*
* SFML::SoundStream is a base class that doesn't care about the stream source, which is left to the derived class.
* SFML provides a built-in specialization for big files (see SFML::Music). No network stream source is provided, but you
* can write your own by combining this class with the network module.
*
* A derived class has to override two virtual functions:
*
* - onGetData fills a new chunk of audio data to be played
* - onSeek changes the current playing position in the source
*
* It is important to note that each SoundStream is played in its own separate thread, so that the streaming loop
* doesn't block the rest of the program. In particular, the onGetData and onSeek virtual functions may sometimes be
* called from this separate thread. It is important to keep this in mind, because you may have to take care of
* synchronization issues if you share data between threads.
*
* Usage example:
*
* class CustomStream < SFML::SoundStream
* def open( location )
* # Open the source and get audio settings
* ...
* channelsCount = ...
* sampleRate = ...
*
* # Initialize the stream -- important!
* initialize( channelsCount, sampleRate )
* end
*
* def onGetData( data )
* # Fill the chunk with audio data from the stream source
* data.Samples = ...;
* data.NbSamples = ...;
*
* # Return true to continue playing
* return true;
* end
*
* def onSeek( timeOffset )
* # Change the current position in the stream source
* ...
* end
* end
*
* # Usage
* CustomStream stream;
* stream.open( "path/to/stream" )
* stream.play
*/
globalSoundStreamClass = rb_define_class_under( sfml, "SoundStream", globalSoundSourceClass );
// Class methods
rb_define_singleton_method( globalSoundStreamClass, "new", SoundStream_New, -1 );
// Instance methods
rb_define_method( globalSoundStreamClass, "initialize", SoundStream_Initialize, 2 );
rb_define_method( globalSoundStreamClass, "play", SoundStream_Play, 0 );
rb_define_method( globalSoundStreamClass, "pause", SoundStream_Pause, 0 );
rb_define_method( globalSoundStreamClass, "stop", SoundStream_Stop, 0 );
rb_define_method( globalSoundStreamClass, "getChannelsCount", SoundStream_GetChannelsCount, 0 );
rb_define_method( globalSoundStreamClass, "getSampleRate", SoundStream_GetSampleRate, 0 );
rb_define_method( globalSoundStreamClass, "getStatus", SoundStream_GetStatus, 0 );
rb_define_method( globalSoundStreamClass, "setPlayingOffset", SoundStream_SetPlayingOffset, 1 );
rb_define_method( globalSoundStreamClass, "getPlayingOffset", SoundStream_GetPlayingOffset, 0 );
rb_define_method( globalSoundStreamClass, "setLoop", SoundStream_SetLoop, 1 );
rb_define_method( globalSoundStreamClass, "getLoop", SoundStream_GetLoop, 0 );
// Instance Aliases
rb_define_alias( globalSoundStreamClass, "get_channels_count", "getChannelsCount" );
rb_define_alias( globalSoundStreamClass, "channelsCount", "getChannelsCount" );
rb_define_alias( globalSoundStreamClass, "channels_count", "getChannelsCount" );
rb_define_alias( globalSoundStreamClass, "get_sample_rate", "getSampleRate" );
rb_define_alias( globalSoundStreamClass, "sampleRate", "getSampleRate" );
rb_define_alias( globalSoundStreamClass, "sample_rate", "getSampleRate" );
rb_define_alias( globalSoundStreamClass, "status", "getStatus" );
rb_define_alias( globalSoundStreamClass, "get_playing_offset", "getPlayingOffset" );
rb_define_alias( globalSoundStreamClass, "playingOffset", "getPlayingOffset" );
rb_define_alias( globalSoundStreamClass, "playing_offset", "getPlayingOffset" );
rb_define_alias( globalSoundStreamClass, "set_playing_offset", "setPlayingOffset" );
rb_define_alias( globalSoundStreamClass, "playingOffset=", "setPlayingOffset" );
rb_define_alias( globalSoundStreamClass, "playing_offset=", "setPlayingOffset" );
rb_define_alias( globalSoundStreamClass, "loop", "getPlayingOffset" );
rb_define_alias( globalSoundStreamClass, "loop=", "setPlayingOffset" );
}