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bb7a6fac1f
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1740 4e206d99-4929-0410-ac5d-dfc041789085
310 lines
11 KiB
C++
310 lines
11 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 "SoundSource.hpp"
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#include "Vector3.hpp"
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#include "main.hpp"
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#include <SFML/Audio/SoundSource.hpp>
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VALUE globalSoundSourceClass;
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/* External classes */
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extern VALUE globalVector3Class;
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/* call-seq:
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* sound_source.getAttenuation() -> float
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*
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* Get the attenuation factor of the sound.
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*/
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static VALUE SoundSource_GetAttenuation( VALUE self )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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return rb_float_new( object->GetAttenuation() );
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}
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/* call-seq:
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* sound_source.getMinDistance() -> float
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*
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* Get the minimum distance of the sound.
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*/
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static VALUE SoundSource_GetMinDistance( VALUE self )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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return rb_float_new( object->GetMinDistance() );
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}
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/* call-seq:
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* sound_source.getPitch() -> float
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*
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* Get the pitch of the sound.
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*/
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static VALUE SoundSource_GetPitch( VALUE self )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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return rb_float_new( object->GetPitch() );
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}
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/* call-seq:
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* sound_source.getPosition() -> vector3
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*
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* Get the 3D position of the sound in the audio scene.
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*/
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static VALUE SoundSource_GetPosition( VALUE self )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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sf::Vector3f pos = object->GetPosition();
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return rb_funcall( globalVector3Class, rb_intern( "new" ), 3, rb_float_new( pos.x ), rb_float_new( pos.y ), rb_float_new( pos.z ) );
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}
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/* call-seq:
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* sound_source.getVolume() -> float
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*
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* Get the volume of the sound.
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*/
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static VALUE SoundSource_GetVolume( VALUE self )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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return rb_float_new( object->GetVolume() );
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}
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/* call-seq:
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* sound_source.isRelativeToListener() -> true or false
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*
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* Tell whether the sound's position is relative to the listener or is absolute.
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*/
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static VALUE SoundSource_IsRelativeToListener( VALUE self )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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return ( object->IsRelativeToListener() == true ? Qtrue : Qfalse );
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}
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/* call-seq:
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* sound_source.setAttenuation( value )
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*
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* Set the attenuation factor of the sound.
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*
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* The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from
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* the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same
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* whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound
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* fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.
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*/
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static VALUE SoundSource_SetAttenuation( VALUE self, VALUE aValue )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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object->SetAttenuation( NUM2DBL( aValue ) );
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return Qnil;
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}
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/* call-seq:
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* sound_source.setMinDistance( value )
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*
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* Set the minimum distance of the sound.
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*
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* The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than
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* the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head
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* of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.
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*/
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static VALUE SoundSource_SetMinDistance( VALUE self, VALUE aValue )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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object->SetMinDistance( NUM2DBL( aValue ) );
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return Qnil;
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}
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/* call-seq:
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* sound_source.setPitch( value )
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*
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* Set the pitch of the sound.
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*
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* The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave
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* by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The
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* default value for the pitch is 1.
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*/
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static VALUE SoundSource_SetPitch( VALUE self, VALUE aValue )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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object->SetPitch( NUM2DBL( aValue ) );
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return Qnil;
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}
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/* call-seq:
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* sound_source.setPosition( x, y, z )
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* sound_source.setPosition( vector3 )
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*
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* Set the 3D position of the sound in the audio scene.
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*
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* Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
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*/
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static VALUE SoundSource_SetPosition( int argc, VALUE *args, VALUE self )
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{
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float x, y, z;
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switch( argc )
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{
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case 3:
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{
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x = NUM2DBL( args[0] );
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y = NUM2DBL( args[1] );
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z = NUM2DBL( args[2] );
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break;
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}
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case 1:
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{
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VALUE temp = Vector3_ForceType( args[0] );
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x = NUM2DBL( Vector3_GetX( temp ) );
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y = NUM2DBL( Vector3_GetY( temp ) );
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z = NUM2DBL( Vector3_GetZ( temp ) );
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break;
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}
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default:
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rb_raise( rb_eArgError, "Expected 1 or 3 arguments but was given %d", argc );
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}
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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object->SetPosition( x, y, z );
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return Qnil;
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}
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/* call-seq:
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* sound_source.setRelativeToListener( value )
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*
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* Make the sound's position relative to the listener or absolute.
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*
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* Making a sound relative to the listener will ensure that it will always be played the same way regardless the
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* position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener,
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* or sounds attached to it. The default value is false (position is absolute).
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*/
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static VALUE SoundSource_SetRelativeToListener( VALUE self, VALUE aValue )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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if( aValue == Qtrue )
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{
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object->SetRelativeToListener( true );
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}
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else if( aValue == Qfalse )
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{
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object->SetRelativeToListener( false );
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}
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else
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{
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VALIDATE_CLASS( aValue, rb_cTrueClass, "relative" );
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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_source.setVolume( value )
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*
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* Set the volume of the sound.
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*
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* The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.
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*/
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static VALUE SoundSource_SetVolume( VALUE self, VALUE aValue )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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object->SetVolume( NUM2DBL( aValue ) );
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return Qnil;
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}
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static VALUE SoundSource_InitializeCopy( VALUE self, VALUE aSource )
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{
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sf::SoundSource *object = NULL;
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Data_Get_Struct( self, sf::SoundSource, object );
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sf::SoundSource *source = NULL;
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Data_Get_Struct( aSource, sf::SoundSource, source );
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*object = *source;
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}
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static void DefineStatusEnum( void )
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{
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rb_define_const( globalSoundSourceClass, "Stopped", INT2FIX( sf::SoundSource::Stopped ) );
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rb_define_const( globalSoundSourceClass, "Paused", INT2FIX( sf::SoundSource::Paused ) );
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rb_define_const( globalSoundSourceClass, "Playing", INT2FIX( sf::SoundSource::Playing ) );
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}
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void Init_SoundSource( 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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/* Base class defining a sound's properties.
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*
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* SFML::SoundSource is not meant to be used directly, it only serves as a common base for all audio objects that can
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* live in the audio environment.
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*
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* It defines several properties for the sound: pitch, volume, position, attenuation, etc. All of them can be changed
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* at any time with no impact on performances.
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*/
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globalSoundSourceClass = rb_define_class_under( sfml, "SoundSource", rb_cObject );
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DefineStatusEnum();
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// Instance methods
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rb_define_method( globalSoundSourceClass, "initialize_copy", SoundSource_InitializeCopy, 1 );
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rb_define_method( globalSoundSourceClass, "getAttenuation", SoundSource_GetAttenuation, 0 );
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rb_define_method( globalSoundSourceClass, "getMinDistance", SoundSource_GetMinDistance, 0 );
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rb_define_method( globalSoundSourceClass, "getPitch", SoundSource_GetPitch, 0 );
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rb_define_method( globalSoundSourceClass, "getPosition", SoundSource_GetPosition, 0 );
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rb_define_method( globalSoundSourceClass, "getVolume", SoundSource_GetVolume, 0 );
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rb_define_method( globalSoundSourceClass, "isRelativeToListener", SoundSource_IsRelativeToListener, 0 );
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rb_define_method( globalSoundSourceClass, "setAttenuation", SoundSource_GetAttenuation, 1 );
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rb_define_method( globalSoundSourceClass, "setMinDistance", SoundSource_GetMinDistance, 1 );
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rb_define_method( globalSoundSourceClass, "setPitch", SoundSource_GetPitch, 1 );
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rb_define_method( globalSoundSourceClass, "setPosition", SoundSource_GetPosition, -1 );
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rb_define_method( globalSoundSourceClass, "setRelativeToListener", SoundSource_IsRelativeToListener, 1 );
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rb_define_method( globalSoundSourceClass, "setVolume", SoundSource_GetVolume, 1 );
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// Aliases
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rb_define_alias( globalSoundSourceClass, "attenuation", "getAttenuation" );
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rb_define_alias( globalSoundSourceClass, "attenuation=", "setAttenuation" );
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rb_define_alias( globalSoundSourceClass, "minDistance", "getMinDistance" );
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rb_define_alias( globalSoundSourceClass, "minDistance=", "setMinDistance" );
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rb_define_alias( globalSoundSourceClass, "min_distance", "getMinDistance" );
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rb_define_alias( globalSoundSourceClass, "min_distance=", "setMinDistance" );
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rb_define_alias( globalSoundSourceClass, "pitch", "getPitch" );
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rb_define_alias( globalSoundSourceClass, "pitch=", "setPitch" );
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rb_define_alias( globalSoundSourceClass, "position", "getPosition" );
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rb_define_alias( globalSoundSourceClass, "position=", "setPosition" );
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rb_define_alias( globalSoundSourceClass, "volume", "getVolume" );
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rb_define_alias( globalSoundSourceClass, "volume=", "setVolume" );
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rb_define_alias( globalSoundSourceClass, "relativeToListener?", "isRelativeToListener" );
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rb_define_alias( globalSoundSourceClass, "is_relative_to_listener", "isRelativeToListener" );
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rb_define_alias( globalSoundSourceClass, "relative_to_listener?", "isRelativeToListener" );
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rb_define_alias( globalSoundSourceClass, "relativeToListener=", "setRelativeToListener" );
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rb_define_alias( globalSoundSourceClass, "relative_to_listener=", "setRelativeToListener" );
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}
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