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7d7c4c999f
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1802 4e206d99-4929-0410-ac5d-dfc041789085
353 lines
10 KiB
C++
353 lines
10 KiB
C++
/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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#include "Sound.hpp"
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#include "Vector3.hpp"
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#include "main.hpp"
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#include <SFML/Audio/Sound.hpp>
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VALUE globalSoundClass;
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/* External classes */
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extern VALUE globalVector3Class;
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extern VALUE globalSoundSourceClass;
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extern VALUE globalSoundBufferClass;
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static void Sound_Free( sf::Sound *anObject )
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{
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delete anObject;
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}
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/* call-seq:
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* Sound.new() -> sound
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*
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* Creates a new sound instance.
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*/
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static VALUE Sound_Initialize( int argc, VALUE *args, VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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switch( argc )
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{
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case 5:
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{
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VALUE temp = Vector3_ForceType( args[4] );
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sf::Vector3f position;
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position.x = NUM2DBL( Vector3_GetX( temp ) );
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position.y = NUM2DBL( Vector3_GetY( temp ) );
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position.z = NUM2DBL( Vector3_GetZ( temp ) );
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object->SetPosition( position );
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}
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case 4:
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object->SetVolume( NUM2DBL( args[3] ) );
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case 3:
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object->SetPitch( NUM2DBL( args[2] ) );
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case 2:
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if( args[1] == Qtrue )
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{
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object->SetLoop( true );
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}
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else if( args[1] == Qfalse )
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{
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object->SetLoop( false );
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}
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else
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{
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VALIDATE_CLASS( args[1], rb_cTrueClass, "loop" );
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}
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case 1:
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{
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VALIDATE_CLASS( args[0], globalSoundBufferClass, "buffer" );
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sf::SoundBuffer *buffer = NULL;
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Data_Get_Struct( args[0], sf::SoundBuffer, buffer );
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object->SetBuffer( *buffer );
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rb_iv_set( self, "@__buffer_ref", args[0] );
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}
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case 0:
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break;
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default:
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rb_raise( rb_eArgError, "Expected 0..5 arguments but was given %d", argc );
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}
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return self;
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}
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static VALUE Sound_InitializeCopy( VALUE self, VALUE aSource )
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{
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sf::Sound *selfObject = NULL;
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Data_Get_Struct( self, sf::Sound, selfObject );
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sf::Sound *sourceObject = NULL;
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Data_Get_Struct( aSource, sf::Sound, sourceObject );
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*selfObject = *sourceObject;
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return self;
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}
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/* call-seq:
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* sound.play()
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*
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* Start or resume playing the sound.
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*
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* This function starts the sound if it was stopped, resumes it if it was paused, and does nothing it is it already
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* playing. This function uses its own thread so that it doesn't block the rest of the program while the sound is played.
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*/
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static VALUE Sound_Play( VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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object->Play();
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return Qnil;
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}
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/* call-seq:
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* sound.pause()
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*
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* Pause the sound.
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*
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* This function pauses the sound if it was playing, otherwise (sound already paused or stopped) it has no effect.
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*/
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static VALUE Sound_Pause( VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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object->Pause();
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return Qnil;
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}
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/* call-seq:
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* sound.stop()
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*
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* Stop playing the sound.
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*
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* This function stops the sound if it was playing or paused, and does nothing if it was already stopped. It also
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* resets the playing position (unlike pause()).
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*/
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static VALUE Sound_Stop( VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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object->Stop();
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return Qnil;
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}
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/* call-seq:
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* sound.setBuffer( buffer )
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*
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* Set the source buffer containing the audio data to play.
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*
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* It is important to note that the sound buffer is not copied, thus the sf::SoundBuffer instance must remain alive as
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* long as it is attached to the sound.
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*/
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static VALUE Sound_SetBuffer( VALUE self, VALUE aBuffer )
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{
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VALIDATE_CLASS( aBuffer, globalSoundBufferClass, "buffer" );
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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sf::SoundBuffer *buffer = NULL;
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Data_Get_Struct( aBuffer, sf::SoundBuffer, buffer );
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object->SetBuffer( *buffer );
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rb_iv_set( self, "@__buffer_ref", aBuffer );
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return Qnil;
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}
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/* call-seq:
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* sound.setLoop( loop )
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*
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* Set whether or not the sound should loop after reaching the end.
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*
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* If set, the sound will restart from beginning after reaching the end and so on, until it is stopped or
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* setLoop(false) is called. The default looping state for sound is false.
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*/
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static VALUE Sound_SetLoop( VALUE self, VALUE aLoop )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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if( aLoop == Qtrue )
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{
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object->SetLoop( true );
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}
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else if( aLoop == Qfalse )
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{
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object->SetLoop( false );
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}
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else
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{
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VALIDATE_CLASS( aLoop, rb_cTrueClass, "loop" );
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}
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return Qnil;
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}
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/* call-seq:
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* sound.setPlayingOffset( offset )
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*
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* Change the current playing position of the sound.
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*
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* The playing position can be changed when the sound is either paused or playing.
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*/
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static VALUE Sound_SetPlayingOffset( VALUE self, VALUE aOffset )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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object->SetPlayingOffset( NUM2DBL( aOffset ) );
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return Qnil;
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}
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/* call-seq:
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* sound.getBuffer() -> buffer
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*
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* Get the audio buffer attached to the sound.
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*/
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static VALUE Sound_GetBuffer( VALUE self )
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{
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return rb_iv_get( self, "@__buffer_ref" );
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}
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/* call-seq:
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* sound.getLoop() -> true or false
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*
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* Tell whether or not the sound is in loop mode.
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*/
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static VALUE Sound_GetLoop( VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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if( object->GetLoop() == true )
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{
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return Qtrue;
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}
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else
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{
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return Qfalse;
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}
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}
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/* call-seq:
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* sound.getPlayingOffset() -> float
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*
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* Get the current playing position of the sound.
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*/
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static VALUE Sound_GetPlayingOffset( VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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return rb_float_new( object->GetPlayingOffset() );
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}
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/* call-seq:
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* sound.getStatus() -> fixnum
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*
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* Get the current status of the sound (stopped, paused, playing).
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*/
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static VALUE Sound_GetStatus( VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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return INT2FIX( static_cast< int >( object->GetStatus() ) );
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}
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/* call-seq:
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* sound.resetBuffer()
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*
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* Reset the internal buffer of the sound.
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*
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* This function is for internal use only, you don't have to use it. It is called by the SFML::SoundBuffer that this
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* sound uses, when it is destroyed in order to prevent the sound from using a dead buffer.
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*/
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static VALUE Sound_ResetBuffer( VALUE self )
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{
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sf::Sound *object = NULL;
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Data_Get_Struct( self, sf::Sound, object );
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object->ResetBuffer();
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return Qnil;
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}
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static VALUE Sound_Alloc( VALUE aKlass )
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{
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sf::Sound *object = new sf::Sound();
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return Data_Wrap_Struct( aKlass, 0, Sound_Free, object );
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}
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void Init_Sound( void )
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{
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/* SFML namespace which contains the classes of this module. */
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VALUE sfml = rb_define_module( "SFML" );
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/* Regular sound that can be played in the audio environment.
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*
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* SFML::Sound is the class to use to play sounds.
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*
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* It provides:
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*
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* - Control (play, pause, stop)
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* - Ability to modify output parameters in real-time (pitch, volume, ...)
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* - 3D spatial features (position, attenuation, ...).
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*
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* SFML::Sound is perfect for playing short sounds that can fit in memory and require no latency, like foot steps or
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* gun shots. For longer sounds, like background musics or long speeches, rather see sf::Music
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* (which is based on streaming).
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*
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* In order to work, a sound must be given a buffer of audio data to play. Audio data (samples) is stored in
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* sf::SoundBuffer, and attached to a sound with the SetBuffer() function. The buffer object attached to a sound
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* must remain alive as long as the sound uses it. Note that multiple sounds can use the same sound buffer at the
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* same time.
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*
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* Usage example:
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*
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* buffer = SFML::SoundBuffer.new
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* buffer.loadFromFile( "sound.wav" )
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*
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* sound = SFML::Sound.new
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* sound.setBuffer( buffer )
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* sound.play()
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*/
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globalSoundClass = rb_define_class_under( sfml, "Sound", globalSoundSourceClass );
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// Class methods
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//rb_define_singleton_method( globalSoundClass, "new", Sound_New, -1 );
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rb_define_alloc_func( globalSoundClass, Sound_Alloc );
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// Instance methods
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rb_define_method( globalSoundClass, "initialize", Sound_Initialize, 0 );
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rb_define_method( globalSoundClass, "initialize_copy", Sound_InitializeCopy, 1 );
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rb_define_method( globalSoundClass, "play", Sound_Play, 0 );
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rb_define_method( globalSoundClass, "pause", Sound_Pause, 0 );
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rb_define_method( globalSoundClass, "stop", Sound_Stop, 0 );
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rb_define_method( globalSoundClass, "setBuffer", Sound_SetBuffer, 1 );
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rb_define_method( globalSoundClass, "getBuffer", Sound_GetBuffer, 0 );
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rb_define_method( globalSoundClass, "setLoop", Sound_SetLoop, 1 );
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rb_define_method( globalSoundClass, "getLoop", Sound_GetLoop, 0 );
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rb_define_method( globalSoundClass, "setPlayingOffset", Sound_SetPlayingOffset, 1 );
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rb_define_method( globalSoundClass, "getPlayingOffset", Sound_GetPlayingOffset, 0 );
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rb_define_method( globalSoundClass, "getStatus", Sound_GetStatus, 0 );
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rb_define_method( globalSoundClass, "resetBuffer", Sound_ResetBuffer, 0 );
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// Aliases
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rb_define_alias( globalSoundClass, "buffer=", "setBuffer" );
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rb_define_alias( globalSoundClass, "buffer", "getBuffer" );
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rb_define_alias( globalSoundClass, "loop=", "setLoop" );
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rb_define_alias( globalSoundClass, "loop", "getLoop" );
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rb_define_alias( globalSoundClass, "playingOffset=", "setPlayingOffset" );
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rb_define_alias( globalSoundClass, "playing_offset=", "setPlayingOffset" );
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rb_define_alias( globalSoundClass, "playingOffset", "getPlayingOffset" );
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rb_define_alias( globalSoundClass, "playing_offset", "getPlayingOffset" );
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rb_define_alias( globalSoundClass, "status", "getStatus" );
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rb_define_alias( globalSoundClass, "reset_buffer", "resetBuffer" );
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}
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