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

300 lines
10 KiB
C++
Raw Normal View History

/* 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 "SoundSource.hpp"
#include "Vector3.hpp"
#include "main.hpp"
#include <SFML/Audio/SoundSource.hpp>
VALUE globalSoundSourceClass;
/* External classes */
extern VALUE globalVector3Class;
/* call-seq:
* sound_source.getAttenuation() -> float
*
* Get the attenuation factor of the sound.
*/
static VALUE SoundSource_GetAttenuation( VALUE self )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
return rb_float_new( object->GetAttenuation() );
}
/* call-seq:
* sound_source.getMinDistance() -> float
*
* Get the minimum distance of the sound.
*/
static VALUE SoundSource_GetMinDistance( VALUE self )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
return rb_float_new( object->GetMinDistance() );
}
/* call-seq:
* sound_source.getPitch() -> float
*
* Get the pitch of the sound.
*/
static VALUE SoundSource_GetPitch( VALUE self )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
return rb_float_new( object->GetPitch() );
}
/* call-seq:
* sound_source.getPosition() -> vector3
*
* Get the 3D position of the sound in the audio scene.
*/
static VALUE SoundSource_GetPosition( VALUE self )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
sf::Vector3f pos = object->GetPosition();
return rb_funcall( globalVector3Class, rb_intern( "new" ), 3, rb_float_new( pos.x ), rb_float_new( pos.y ), rb_float_new( pos.z ) );
}
/* call-seq:
* sound_source.getVolume() -> float
*
* Get the volume of the sound.
*/
static VALUE SoundSource_GetVolume( VALUE self )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
return rb_float_new( object->GetVolume() );
}
/* call-seq:
* sound_source.isRelativeToListener() -> true or false
*
* Tell whether the sound's position is relative to the listener or is absolute.
*/
static VALUE SoundSource_IsRelativeToListener( VALUE self )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
return ( object->IsRelativeToListener() == true ? Qtrue : Qfalse );
}
/* call-seq:
* sound_source.setAttenuation( value )
*
* Set the attenuation factor of the sound.
*
* The attenuation is a multiplicative factor which makes the sound 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.
*/
static VALUE SoundSource_SetAttenuation( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
object->SetAttenuation( NUM2DBL( aValue ) );
return Qnil;
}
/* call-seq:
* sound_source.setMinDistance( value )
*
* Set the 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.
*/
static VALUE SoundSource_SetMinDistance( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
object->SetMinDistance( NUM2DBL( aValue ) );
return Qnil;
}
/* call-seq:
* sound_source.setPitch( value )
*
* Set the 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.
*/
static VALUE SoundSource_SetPitch( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
object->SetPitch( NUM2DBL( aValue ) );
return Qnil;
}
/* call-seq:
* sound_source.setPosition( x, y, z )
* sound_source.setPosition( vector3 )
*
* Set the 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).
*/
static VALUE SoundSource_SetPosition( int argc, VALUE *args, VALUE self )
{
float x, y, z;
switch( argc )
{
case 3:
{
x = NUM2DBL( args[0] );
y = NUM2DBL( args[1] );
z = NUM2DBL( args[2] );
break;
}
case 1:
{
VALUE temp = Vector3_ForceType( args[0] );
x = NUM2DBL( Vector3_GetX( temp ) );
y = NUM2DBL( Vector3_GetY( temp ) );
z = NUM2DBL( Vector3_GetZ( temp ) );
break;
}
default:
rb_raise( rb_eArgError, "Expected 1 or 3 arguments but was given %d", argc );
}
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
object->SetPosition( x, y, z );
return Qnil;
}
/* call-seq:
* sound_source.setRelativeToListener( value )
*
* Make the sound'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).
*/
static VALUE SoundSource_SetRelativeToListener( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
if( aValue == Qtrue )
{
object->SetRelativeToListener( true );
}
else if( aValue == Qfalse )
{
object->SetRelativeToListener( false );
}
else
{
VALIDATE_CLASS( aValue, rb_cTrueClass, "relative" );
}
return Qnil;
}
/* call-seq:
* sound_source.setVolume( value )
*
* Set the volume of the sound.
*
* The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.
*/
static VALUE SoundSource_SetVolume( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
Data_Get_Struct( self, sf::SoundSource, object );
object->SetVolume( NUM2DBL( aValue ) );
return Qnil;
}
static void DefineStatusEnum( void )
{
rb_define_const( globalSoundSourceClass, "Stopped", INT2FIX( sf::SoundSource::Stopped ) );
rb_define_const( globalSoundSourceClass, "Paused", INT2FIX( sf::SoundSource::Paused ) );
rb_define_const( globalSoundSourceClass, "Playing", INT2FIX( sf::SoundSource::Playing ) );
}
void Init_SoundSource( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* Base class defining a sound's properties.
*
* SFML::SoundSource is not meant to be used directly, it only serves as a common base for all audio objects that can
* live in the audio environment.
*
* It defines several properties for the sound: pitch, volume, position, attenuation, etc. All of them can be changed
* at any time with no impact on performances.
*/
globalSoundSourceClass = rb_define_class_under( sfml, "SoundSource", rb_cObject );
DefineStatusEnum();
// Instance methods
rb_define_method( globalSoundSourceClass, "getAttenuation", SoundSource_GetAttenuation, 0 );
rb_define_method( globalSoundSourceClass, "getMinDistance", SoundSource_GetMinDistance, 0 );
rb_define_method( globalSoundSourceClass, "getPitch", SoundSource_GetPitch, 0 );
rb_define_method( globalSoundSourceClass, "getPosition", SoundSource_GetPosition, 0 );
rb_define_method( globalSoundSourceClass, "getVolume", SoundSource_GetVolume, 0 );
rb_define_method( globalSoundSourceClass, "isRelativeToListener", SoundSource_IsRelativeToListener, 0 );
rb_define_method( globalSoundSourceClass, "setAttenuation", SoundSource_GetAttenuation, 1 );
rb_define_method( globalSoundSourceClass, "setMinDistance", SoundSource_GetMinDistance, 1 );
rb_define_method( globalSoundSourceClass, "setPitch", SoundSource_GetPitch, 1 );
rb_define_method( globalSoundSourceClass, "setPosition", SoundSource_GetPosition, -1 );
rb_define_method( globalSoundSourceClass, "setRelativeToListener", SoundSource_IsRelativeToListener, 1 );
rb_define_method( globalSoundSourceClass, "setVolume", SoundSource_GetVolume, 1 );
// Aliases
rb_define_alias( globalSoundSourceClass, "attenuation", "getAttenuation" );
rb_define_alias( globalSoundSourceClass, "attenuation=", "setAttenuation" );
rb_define_alias( globalSoundSourceClass, "minDistance", "getMinDistance" );
rb_define_alias( globalSoundSourceClass, "minDistance=", "setMinDistance" );
rb_define_alias( globalSoundSourceClass, "min_distance", "getMinDistance" );
rb_define_alias( globalSoundSourceClass, "min_distance=", "setMinDistance" );
rb_define_alias( globalSoundSourceClass, "pitch", "getPitch" );
rb_define_alias( globalSoundSourceClass, "pitch=", "setPitch" );
rb_define_alias( globalSoundSourceClass, "position", "getPosition" );
rb_define_alias( globalSoundSourceClass, "position=", "setPosition" );
rb_define_alias( globalSoundSourceClass, "volume", "getVolume" );
rb_define_alias( globalSoundSourceClass, "volume=", "setVolume" );
rb_define_alias( globalSoundSourceClass, "relativeToListener?", "isRelativeToListener" );
rb_define_alias( globalSoundSourceClass, "is_relative_to_listener", "isRelativeToListener" );
rb_define_alias( globalSoundSourceClass, "relative_to_listener?", "isRelativeToListener" );
rb_define_alias( globalSoundSourceClass, "relativeToListener=", "setRelativeToListener" );
rb_define_alias( globalSoundSourceClass, "relative_to_listener=", "setRelativeToListener" );
}