/* 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 "SoundBuffer.hpp" #include "main.hpp" #include VALUE globalSoundBufferClass; /* Free a heap allocated object * Not accessible trough ruby directly! */ static void SoundBuffer_Free( sf::SoundBuffer *anObject ) { delete anObject; } /* call-seq: * sound_buffer.loadFromFile( filename ) -> true or false * * Load the sound buffer from a file. * * Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, * ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. */ static VALUE SoundBuffer_LoadFromFile( VALUE self, VALUE aFileName ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); if( object->LoadFromFile( rb_string_value_cstr( &aFileName ) ) == true ) { return Qtrue; } else { return Qfalse; } } /* call-seq: * sound_buffer.loadFromSamples( samples, samplesCount, channelsCount, sampleRate ) -> true or false * * Load the sound buffer from an array of audio samples. * * The assumed format of the audio samples is 16 bits signed integer. */ static VALUE SoundBuffer_LoadFromSamples( VALUE self, VALUE someSamples, VALUE aSamplesCount, VALUE aChannelsCount, VALUE aSampleRate ) { const unsigned int rawSamplesCount = FIX2UINT( aSamplesCount ); const unsigned int rawChannelsCount = FIX2UINT( aChannelsCount ); const unsigned int rawSampleRate = FIX2UINT( aSampleRate ); VALIDATE_CLASS( someSamples, rb_cArray, "samples" ); sf::Int16 * const tempData = new sf::Int16[rawSamplesCount]; VALUE samples = rb_funcall( someSamples, rb_intern("flatten"), 0 ); for(unsigned long index = 0; index < rawSamplesCount; index++) { sf::Int16 val = NUM2INT( rb_ary_entry( samples, index ) ); tempData[index] = val; } sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); bool result = object->LoadFromSamples( tempData, rawSamplesCount, rawChannelsCount, rawSampleRate ); delete[] tempData; if( result == true ) { return Qtrue; } else { return Qfalse; } } /* call-seq: * sound_buffer.saveToFile( filename ) -> true or false * * Save the sound buffer to an audio file. * * Here is a complete list of all the supported audio formats: ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, * w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64. */ static VALUE SoundBuffer_SaveToFile( VALUE self, VALUE aFileName ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); if( object->SaveToFile( rb_string_value_cstr( &aFileName ) ) == true ) { return Qtrue; } else { return Qfalse; } } /* call-seq: * sound_buffer.getSamples() -> array of samples * * Get the array of audio samples stored in the buffer. * * The format of the returned samples is 16 bits signed integer. The total number of samples in this array is given * by the getSamplesCount() function. */ static VALUE SoundBuffer_GetSamples( VALUE self ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); const unsigned int samplesCount = object->GetSamplesCount(); const sf::Int16 *const samplesPtr = object->GetSamples(); VALUE samples = rb_ary_new2( samplesCount ); for(unsigned long index = 0; index < samplesCount; index++) { rb_ary_store( samples, index, INT2FIX( samplesPtr[index] ) ); } return samples; } /* call-seq: * sound_buffer.getSamplesCount() -> fixnum * * Get the number of samples stored in the buffer. * * The array of samples can be accessed with the getSamples() function. */ static VALUE SoundBuffer_GetSamplesCount( VALUE self ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); return INT2FIX( object->GetSamplesCount() ); } /* call-seq: * sound_buffer.getSampleRate() -> fixnum * * Get the sample rate of the sound. * * The sample rate is the number of samples played per second. The higher, the better the quality (for example, * 44100 samples/s is CD quality). */ static VALUE SoundBuffer_GetSampleRate( VALUE self ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); return INT2FIX( object->GetSampleRate() ); } /* call-seq: * sound_buffer.getChannelsCount() -> float * * Get the total duration of the sound. */ static VALUE SoundBuffer_GetChannelsCount( VALUE self ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); return INT2FIX( object->GetChannelsCount() ); } /* call-seq: * sound_buffer.getDuration() -> fixnum * * Get the number of channels used by the sound. * * If the sound is mono then the number of channels will be 1, 2 for stereo, etc. */ static VALUE SoundBuffer_GetDuration( VALUE self ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); return rb_float_new( object->GetDuration() ); } static VALUE SoundBuffer_Initialize( int argc, VALUE *args, VALUE self ) { if( argc > 1 ) { rb_funcall2( self, rb_intern( "loadFromSampels" ), argc, args ); } else if( argc > 0 ) { rb_funcall2( self, rb_intern( "loadFromFile" ), argc, args ); } return self; } static VALUE SoundBuffer_InitializeCopy( VALUE self, VALUE aSource ) { sf::SoundBuffer *object = NULL; Data_Get_Struct( self, sf::SoundBuffer, object ); sf::SoundBuffer *source = NULL; Data_Get_Struct( aSource, sf::SoundBuffer, source ); *object = *source; } /* call-seq: * SoundBuffer.new() -> sound_buffer * * Creates an sound buffer instance for us. */ static VALUE SoundBuffer_New( int argc, VALUE *args, VALUE aKlass ) { sf::SoundBuffer *object = new sf::SoundBuffer(); VALUE rbData = Data_Wrap_Struct( aKlass, 0, SoundBuffer_Free, object ); rb_obj_call_init( rbData, argc, args ); return rbData; } void Init_SoundBuffer( void ) { /* SFML namespace which contains the classes of this module. */ VALUE sfml = rb_define_module( "SFML" ); /* Storage for audio samples defining a sound. * * A sound buffer holds the data of a sound, which is an array of audio samples. * * A sample is a 16 bits signed integer that defines the amplitude of the sound at a given time. The sound is then * restituted by playing these samples at a high rate (for example, 44100 samples per second is the standard rate used * for playing CDs). In short, audio samples are like image pixels, and a SFML::SoundBuffer is similar to a SFML::Image. * * A sound buffer can be loaded from a file (see loadFromFile() for the complete list of supported formats), from * memory or directly from an array of samples. It can also be saved back to a file. * * Sound buffers alone are not very useful: they hold the audio data but cannot be played. To do so, you need to use * the SFML::Sound class, which provides functions to play/pause/stop the sound as well as changing the way it is * outputted (volume, pitch, 3D position, ...). This separation allows more flexibility and better performances: * indeed a SFML::SoundBuffer is a heavy resource, and any operation on it is slow (often too slow for real-time * applications). On the other side, a SFML::Sound is a lightweight object, which can use the audio data of a sound * buffer and change the way it is played without actually modifying that data. Note that it is also possible to bind * several SFML::Sound instances to the same SFML::SoundBuffer. * * It is important to note that the SFML::Sound instance doesn't copy the buffer that it uses, it only keeps a reference * to it. Thus, a SFML::SoundBuffer must not be destructed while it is used by a SFML::Sound (i.e. never write a function * that uses a local SFML::SoundBuffer instance for loading a sound). * * Usage example: * * # Declare a new sound buffer * buffer = SFML::SoundBuffer.new * * # Load it from a file * if buffer.loadFromFile( "sound.wav" ) == false * # error... * end * * # Create a sound source and bind it to the buffer * sound1 = SFML::Sound.new * sound1.setBuffer( buffer ) * * # Play the sound * sound1.play() * * # Create another sound source bound to the same buffer * sound2 = SFML::Sound.new * sound2.setBuffer( buffer ) * * # Play it with a higher pitch -- the first sound remains unchanged * sound2.setPitch( 2 ) * sound2.play() */ globalSoundBufferClass = rb_define_class_under( sfml, "SoundBuffer", rb_cObject ); // Class methods rb_define_singleton_method( globalSoundBufferClass, "new", SoundBuffer_New, -1 ); // Instance methods rb_define_method( globalSoundBufferClass, "initialize", SoundBuffer_Initialize, -1 ); rb_define_method( globalSoundBufferClass, "initialize_copy", SoundBuffer_InitializeCopy, 1 ); rb_define_method( globalSoundBufferClass, "loadFromFile", SoundBuffer_LoadFromFile, 1 ); rb_define_method( globalSoundBufferClass, "loadFromSamples", SoundBuffer_LoadFromSamples, 4 ); rb_define_method( globalSoundBufferClass, "saveToFile", SoundBuffer_SaveToFile, 1 ); rb_define_method( globalSoundBufferClass, "getSamples", SoundBuffer_GetSamples, 0 ); rb_define_method( globalSoundBufferClass, "getSamplesCount", SoundBuffer_GetSamplesCount, 0 ); rb_define_method( globalSoundBufferClass, "getSampleRate", SoundBuffer_GetSampleRate, 0 ); rb_define_method( globalSoundBufferClass, "getChannelsCount", SoundBuffer_GetChannelsCount, 0 ); rb_define_method( globalSoundBufferClass, "getDuration", SoundBuffer_GetDuration, 0 ); // Instance Aliases rb_define_alias( globalSoundBufferClass, "load_from_file", "loadFromFile" ); rb_define_alias( globalSoundBufferClass, "loadFile", "loadFromFile" ); rb_define_alias( globalSoundBufferClass, "load_file", "loadFromFile" ); rb_define_alias( globalSoundBufferClass, "load_from_samples", "loadFromSamples" ); rb_define_alias( globalSoundBufferClass, "loadSamples", "loadFromSamples" ); rb_define_alias( globalSoundBufferClass, "load_samples", "loadFromSamples" ); rb_define_alias( globalSoundBufferClass, "save_to_file", "saveToFile" ); rb_define_alias( globalSoundBufferClass, "save", "saveToFile" ); rb_define_alias( globalSoundBufferClass, "get_samples", "getSamples" ); rb_define_alias( globalSoundBufferClass, "samples", "getSamples" ); rb_define_alias( globalSoundBufferClass, "get_samples_count", "getSamplesCount" ); rb_define_alias( globalSoundBufferClass, "samples_count", "getSamplesCount" ); rb_define_alias( globalSoundBufferClass, "samplesCount", "getSamplesCount" ); rb_define_alias( globalSoundBufferClass, "get_sample_rate", "getSampleRate" ); rb_define_alias( globalSoundBufferClass, "sample_rate", "getSampleRate" ); rb_define_alias( globalSoundBufferClass, "sampleRate", "getSampleRate" ); rb_define_alias( globalSoundBufferClass, "get_channels_count", "getChannelsCount" ); rb_define_alias( globalSoundBufferClass, "channels_count", "getChannelsCount" ); rb_define_alias( globalSoundBufferClass, "channelsCount", "getChannelsCount" ); rb_define_alias( globalSoundBufferClass, "get_duration", "getDuration" ); rb_define_alias( globalSoundBufferClass, "duration", "getDuration" ); }