/* 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 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" ); }