/* 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 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" ); }