SFML/bindings/ruby/sfml-audio/audio/Sound.cpp
2010-11-25 19:30:10 +00:00

343 lines
9.9 KiB
C++

/* 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 "Sound.hpp"
#include "Vector3.hpp"
#include "main.hpp"
#include <SFML/Audio/Sound.hpp>
VALUE globalSoundClass;
/* External classes */
extern VALUE globalVector3Class;
extern VALUE globalSoundSourceClass;
extern VALUE globalSoundBufferClass;
static void Sound_Free( sf::Sound *anObject )
{
delete anObject;
}
/* call-seq:
* Sound.new() -> sound
*
* Creates a new sound instance.
*/
static VALUE Sound_Initialize( int argc, VALUE *args, VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
switch( argc )
{
case 5:
{
VALUE temp = Vector3_ForceType( args[4] );
sf::Vector3f position;
position.x = NUM2DBL( Vector3_GetX( temp ) );
position.y = NUM2DBL( Vector3_GetY( temp ) );
position.z = NUM2DBL( Vector3_GetZ( temp ) );
object->SetPosition( position );
}
case 4:
object->SetVolume( NUM2DBL( args[3] ) );
case 3:
object->SetPitch( NUM2DBL( args[2] ) );
case 2:
if( args[1] == Qtrue )
{
object->SetLoop( true );
}
else if( args[1] == Qfalse )
{
object->SetLoop( false );
}
else
{
VALIDATE_CLASS( args[1], rb_cTrueClass, "loop" );
}
case 1:
{
VALIDATE_CLASS( args[0], globalSoundBufferClass, "buffer" );
sf::SoundBuffer *buffer = NULL;
Data_Get_Struct( args[0], sf::SoundBuffer, buffer );
object->SetBuffer( *buffer );
rb_iv_set( self, "@__buffer_ref", args[0] );
}
case 0:
break;
default:
rb_raise( rb_eArgError, "Expected 0..5 arguments but was given %d", argc );
}
return self;
}
/* call-seq:
* sound.play()
*
* Start or resume playing the sound.
*
* This function starts the sound 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 sound is played.
*/
static VALUE Sound_Play( VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
object->Play();
return Qnil;
}
/* call-seq:
* sound.pause()
*
* Pause the sound.
*
* This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
*/
static VALUE Sound_Pause( VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
object->Pause();
return Qnil;
}
/* call-seq:
* sound.stop()
*
* 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()).
*/
static VALUE Sound_Stop( VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
object->Stop();
return Qnil;
}
/* call-seq:
* sound.setBuffer( buffer )
*
* Set the source buffer containing the audio data to play.
*
* 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.
*/
static VALUE Sound_SetBuffer( VALUE self, VALUE aBuffer )
{
VALIDATE_CLASS( aBuffer, globalSoundBufferClass, "buffer" );
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
sf::SoundBuffer *buffer = NULL;
Data_Get_Struct( aBuffer, sf::SoundBuffer, buffer );
object->SetBuffer( *buffer );
rb_iv_set( self, "@__buffer_ref", aBuffer );
return Qnil;
}
/* call-seq:
* sound.setLoop( loop )
*
* Set whether or not 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
* setLoop(false) is called. The default looping state for sound is false.
*/
static VALUE Sound_SetLoop( VALUE self, VALUE aLoop )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, 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.setPlayingOffset( offset )
*
* Change the current playing position of the sound.
*
* The playing position can be changed when the sound is either paused or playing.
*/
static VALUE Sound_SetPlayingOffset( VALUE self, VALUE aOffset )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
object->SetPlayingOffset( NUM2DBL( aOffset ) );
return Qnil;
}
/* call-seq:
* sound.getBuffer() -> buffer
*
* Get the audio buffer attached to the sound.
*/
static VALUE Sound_GetBuffer( VALUE self )
{
return rb_iv_get( self, "@__buffer_ref" );
}
/* call-seq:
* sound.getLoop() -> true or false
*
* Tell whether or not the sound is in loop mode.
*/
static VALUE Sound_GetLoop( VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
if( object->GetLoop() == true )
{
return Qtrue;
}
else
{
return Qfalse;
}
}
/* call-seq:
* sound.getPlayingOffset() -> float
*
* Get the current playing position of the sound.
*/
static VALUE Sound_GetPlayingOffset( VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
return rb_float_new( object->GetPlayingOffset() );
}
/* call-seq:
* sound.getStatus() -> fixnum
*
* Get the current status of the sound (stopped, paused, playing).
*/
static VALUE Sound_GetStatus( VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
return INT2FIX( static_cast< int >( object->GetStatus() ) );
}
/* call-seq:
* sound.resetBuffer()
*
* Reset the internal buffer of the sound.
*
* This function is for internal use only, you don't have to use it. It is called by the SFML::SoundBuffer that this
* sound uses, when it is destroyed in order to prevent the sound from using a dead buffer.
*/
static VALUE Sound_ResetBuffer( VALUE self )
{
sf::Sound *object = NULL;
Data_Get_Struct( self, sf::Sound, object );
object->ResetBuffer();
return Qnil;
}
static VALUE Sound_New( int argc, VALUE *args, VALUE aKlass )
{
sf::Sound *object = new sf::Sound();
VALUE rbData = Data_Wrap_Struct( aKlass, 0, Sound_Free, object );
rb_obj_call_init( rbData, argc, args );
return rbData;
}
void Init_Sound( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* Regular sound that can be played in the audio environment.
*
* SFML::Sound is the class to use to play sounds.
*
* It provides:
*
* - Control (play, pause, stop)
* - Ability to modify output parameters in real-time (pitch, volume, ...)
* - 3D spatial features (position, attenuation, ...).
*
* SFML::Sound is perfect for playing short sounds that can fit in memory and require no latency, like foot steps or
* gun shots. For longer sounds, like background musics or long speeches, rather see sf::Music
* (which is based on streaming).
*
* In order to work, a sound must be given a buffer of audio data to play. Audio data (samples) is stored in
* sf::SoundBuffer, and attached to a sound with the SetBuffer() function. The buffer object attached to a sound
* must remain alive as long as the sound uses it. Note that multiple sounds can use the same sound buffer at the
* same time.
*
* Usage example:
*
* buffer = SFML::SoundBuffer.new
* buffer.loadFromFile( "sound.wav" )
*
* sound = SFML::Sound.new
* sound.setBuffer( buffer )
* sound.play()
*/
globalSoundClass = rb_define_class_under( sfml, "Sound", globalSoundSourceClass );
// Class methods
rb_define_singleton_method( globalSoundClass, "new", Sound_New, -1 );
// Instance methods
rb_define_method( globalSoundClass, "initialize", Sound_Initialize, 0 );
rb_define_method( globalSoundClass, "play", Sound_Play, 0 );
rb_define_method( globalSoundClass, "pause", Sound_Pause, 0 );
rb_define_method( globalSoundClass, "stop", Sound_Stop, 0 );
rb_define_method( globalSoundClass, "setBuffer", Sound_SetBuffer, 1 );
rb_define_method( globalSoundClass, "getBuffer", Sound_GetBuffer, 0 );
rb_define_method( globalSoundClass, "setLoop", Sound_SetLoop, 1 );
rb_define_method( globalSoundClass, "getLoop", Sound_GetLoop, 0 );
rb_define_method( globalSoundClass, "setPlayingOffset", Sound_SetPlayingOffset, 1 );
rb_define_method( globalSoundClass, "getPlayingOffset", Sound_GetPlayingOffset, 0 );
rb_define_method( globalSoundClass, "getStatus", Sound_GetStatus, 0 );
rb_define_method( globalSoundClass, "resetBuffer", Sound_ResetBuffer, 0 );
// Aliases
rb_define_alias( globalSoundClass, "buffer=", "setBuffer" );
rb_define_alias( globalSoundClass, "buffer", "getBuffer" );
rb_define_alias( globalSoundClass, "loop=", "setLoop" );
rb_define_alias( globalSoundClass, "loop", "getLoop" );
rb_define_alias( globalSoundClass, "playingOffset=", "setPlayingOffset" );
rb_define_alias( globalSoundClass, "playing_offset=", "setPlayingOffset" );
rb_define_alias( globalSoundClass, "playingOffset", "getPlayingOffset" );
rb_define_alias( globalSoundClass, "playing_offset", "getPlayingOffset" );
rb_define_alias( globalSoundClass, "status", "getStatus" );
rb_define_alias( globalSoundClass, "reset_buffer", "resetBuffer" );
}