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50a5ecd79f
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1714 4e206d99-4929-0410-ac5d-dfc041789085
399 lines
12 KiB
C++
399 lines
12 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 "SoundStream.hpp"
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#include "main.hpp"
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#include <SFML/Audio/SoundStream.hpp>
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VALUE globalSoundStreamClass;
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/* External classes */
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extern VALUE globalSoundSourceClass;
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class rbSoundStream : public sf::SoundStream
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{
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public:
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rbSoundStream()
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{
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}
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~rbSoundStream()
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{
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if( myData != NULL )
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{
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delete[] myData;
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}
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}
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void Init( VALUE rubySelf )
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{
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mySelf = rubySelf;
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myOnGetDataID = rb_intern( "onGetData" );
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myOnSeekID = rb_intern( "onSeek" );
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myData = NULL;
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}
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void Initialize ( unsigned int channelsCount, unsigned int sampleRate )
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{
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sf::SoundStream::Initialize( channelsCount, sampleRate );
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}
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protected:
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virtual bool OnGetData( Chunk& aData )
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{
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if( myData != NULL )
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{
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delete[] myData;
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myData = NULL;
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}
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VALUE chunk = rb_funcall( mySelf, myOnGetDataID, 0 );
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if( chunk == Qnil )
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{
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return false;
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}
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else
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{
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VALIDATE_CLASS( chunk, rb_cArray, "chunk" );
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const unsigned int rawSamplesCount = FIX2UINT( rb_funcall( chunk, rb_intern( "size" ), 0 ) );
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myData = new sf::Int16[rawSamplesCount];
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VALUE samples = rb_ary_entry( chunk, 0 );
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for(unsigned long index = 0; index < rawSamplesCount; index++)
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{
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const sf::Int16 val = NUM2INT( rb_ary_entry( samples, index ) );
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myData[index] = val;
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}
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aData.Samples = myData;
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aData.NbSamples = rawSamplesCount;
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return true;
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}
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}
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virtual void OnSeek( float anOffset )
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{
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rb_funcall( mySelf, myOnSeekID, 1, rb_float_new( anOffset ) );
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}
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VALUE mySelf;
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ID myOnGetDataID;
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ID myOnSeekID;
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sf::Int16 *myData;
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};
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static VALUE SoundStream_Free( rbSoundStream *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_stream.play()
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*
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* Start or resume playing the audio stream.
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*
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* This function starts the stream 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 stream is played.
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*/
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static VALUE SoundStream_Play( VALUE self )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, 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_stream.pause()
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*
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* Start or resume playing the audio stream.
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*
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* This function starts the stream 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 stream is played.
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*/
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static VALUE SoundStream_Pause( VALUE self )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, 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_stream.stop()
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*
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* Stop playing the audio stream.
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*
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* This function stops the stream 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 SoundStream_Stop( VALUE self )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, 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_stream.getChannelsCount() -> fixnum
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*
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* Return the number of channels of the stream.
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*
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* 1 channel means a mono sound, 2 means stereo, etc.
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*/
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static VALUE SoundStream_GetChannelsCount( VALUE self )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, object );
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return INT2FIX( object->GetChannelsCount() );
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}
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/* call-seq:
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* sound_stream.getSampleRate() -> fixnum
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*
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* Get the stream sample rate of the stream.
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*
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* The sample rate is the number of audio samples played per second. The higher, the better the quality.
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*/
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static VALUE SoundStream_GetSampleRate( VALUE self )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, object );
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return INT2FIX( object->GetSampleRate() );
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}
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/* call-seq:
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* sound_stream.getStatus() -> fixnum
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*
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* Get the current status of the stream (stopped, paused, playing).
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*/
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static VALUE SoundStream_GetStatus( VALUE self )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, 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_stream.setPlayingOffset( offset )
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*
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* Change the current playing position of the stream.
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*
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* The playing position can be changed when the stream is either paused or playing.
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*/
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static VALUE SoundStream_SetPlayingOffset( VALUE self, VALUE anOffset )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, object );
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object->SetPlayingOffset( NUM2DBL( anOffset ) );
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return Qnil;
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}
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/* call-seq:
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* sound_stream.getPlayingOffset() -> float
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*
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* Get the current playing position of the stream.
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*/
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static VALUE SoundStream_GetPlayingOffset( VALUE self, VALUE anOffset )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, 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_stream.setLoop( loop )
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*
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* Set whether or not the stream should loop after reaching the end.
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*
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* If set, the stream 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 streams is false.
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*/
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static VALUE SoundStream_SetLoop( VALUE self, VALUE aLoop )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, 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_stream.getLoop() -> true or false
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*
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* Tell whether or not the stream is in loop mode.
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*/
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static VALUE SoundStream_GetLoop( VALUE self )
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{
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sf::SoundStream *object = NULL;
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Data_Get_Struct( self, sf::SoundStream, 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_stream.initialize()
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*
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* This is a direct binding to the sf::SoundStream::Initialize function.
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*
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* Define the audio stream parameters.
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*
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* This function must be called by derived classes as soon as they know the audio settings of the stream to play. Any
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* attempt to manipulate the stream (play(), ...) before calling this function will fail. It can be called multiple
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* times if the settings of the audio stream change, but only when the stream is stopped.
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*/
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static VALUE SoundStream_Initialize( VALUE self, VALUE channelsCount, VALUE sampleRate )
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{
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rbSoundStream *object = NULL;
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Data_Get_Struct( self, rbSoundStream, object );
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object->Initialize( FIX2UINT( channelsCount ), FIX2UINT( sampleRate ) );
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return self;
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}
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static VALUE SoundStream_New( int argc, VALUE *args, VALUE aKlass )
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{
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rbSoundStream *object = new rbSoundStream();
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VALUE rbData = Data_Wrap_Struct( aKlass, 0, SoundStream_Free, object );
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object->Init( rbData );
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rb_obj_call_init( rbData, argc, args );
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return rbData;
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}
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void Init_SoundStream( 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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/* Abstract base class for streamed audio sources.
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*
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* Unlike audio buffers (see SFML::SoundBuffer), audio streams are never completely loaded in memory.
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*
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* Instead, the audio data is acquired continuously while the stream is playing. This behaviour allows to play a sound
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* with no loading delay, and keeps the memory consumption very low.
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*
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* Sound sources that need to be streamed are usually big files (compressed audio musics that would eat hundreds of MB
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* in memory) or files that would take a lot of time to be received (sounds played over the network).
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*
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* SFML::SoundStream is a base class that doesn't care about the stream source, which is left to the derived class.
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* SFML provides a built-in specialization for big files (see SFML::Music). No network stream source is provided, but you
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* can write your own by combining this class with the network module.
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*
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* A derived class has to override two virtual functions:
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*
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* - onGetData fills a new chunk of audio data to be played
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* - onSeek changes the current playing position in the source
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*
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* It is important to note that each SoundStream is played in its own separate thread, so that the streaming loop
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* doesn't block the rest of the program. In particular, the onGetData and onSeek virtual functions may sometimes be
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* called from this separate thread. It is important to keep this in mind, because you may have to take care of
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* synchronization issues if you share data between threads.
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*
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* Usage example:
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*
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* class CustomStream < SFML::SoundStream
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* def open( location )
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* # Open the source and get audio settings
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* ...
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* channelsCount = ...
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* sampleRate = ...
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*
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* # Initialize the stream -- important!
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* initialize( channelsCount, sampleRate )
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* end
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*
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* def onGetData( data )
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* # Fill the chunk with audio data from the stream source
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* data.Samples = ...;
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* data.NbSamples = ...;
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*
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* # Return true to continue playing
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* return true;
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* end
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*
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* def onSeek( timeOffset )
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* # Change the current position in the stream source
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* ...
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* end
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* end
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*
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* # Usage
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* CustomStream stream;
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* stream.open( "path/to/stream" )
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* stream.play
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*/
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globalSoundStreamClass = rb_define_class_under( sfml, "SoundStream", globalSoundSourceClass );
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// Class methods
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rb_define_singleton_method( globalSoundStreamClass, "new", SoundStream_New, -1 );
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// Instance methods
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rb_define_method( globalSoundStreamClass, "initialize", SoundStream_Initialize, 2 );
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rb_define_method( globalSoundStreamClass, "play", SoundStream_Play, 0 );
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rb_define_method( globalSoundStreamClass, "pause", SoundStream_Pause, 0 );
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rb_define_method( globalSoundStreamClass, "stop", SoundStream_Stop, 0 );
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rb_define_method( globalSoundStreamClass, "getChannelsCount", SoundStream_GetChannelsCount, 0 );
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rb_define_method( globalSoundStreamClass, "getSampleRate", SoundStream_GetSampleRate, 0 );
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rb_define_method( globalSoundStreamClass, "getStatus", SoundStream_GetStatus, 0 );
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rb_define_method( globalSoundStreamClass, "setPlayingOffset", SoundStream_SetPlayingOffset, 1 );
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rb_define_method( globalSoundStreamClass, "getPlayingOffset", SoundStream_GetPlayingOffset, 0 );
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rb_define_method( globalSoundStreamClass, "setLoop", SoundStream_SetLoop, 1 );
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rb_define_method( globalSoundStreamClass, "getLoop", SoundStream_GetLoop, 0 );
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// Instance Aliases
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rb_define_alias( globalSoundStreamClass, "get_channels_count", "getChannelsCount" );
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rb_define_alias( globalSoundStreamClass, "channelsCount", "getChannelsCount" );
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rb_define_alias( globalSoundStreamClass, "channels_count", "getChannelsCount" );
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rb_define_alias( globalSoundStreamClass, "get_sample_rate", "getSampleRate" );
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rb_define_alias( globalSoundStreamClass, "sampleRate", "getSampleRate" );
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rb_define_alias( globalSoundStreamClass, "sample_rate", "getSampleRate" );
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rb_define_alias( globalSoundStreamClass, "status", "getStatus" );
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rb_define_alias( globalSoundStreamClass, "get_playing_offset", "getPlayingOffset" );
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rb_define_alias( globalSoundStreamClass, "playingOffset", "getPlayingOffset" );
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rb_define_alias( globalSoundStreamClass, "playing_offset", "getPlayingOffset" );
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rb_define_alias( globalSoundStreamClass, "set_playing_offset", "setPlayingOffset" );
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rb_define_alias( globalSoundStreamClass, "playingOffset=", "setPlayingOffset" );
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rb_define_alias( globalSoundStreamClass, "playing_offset=", "setPlayingOffset" );
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rb_define_alias( globalSoundStreamClass, "loop", "getPlayingOffset" );
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rb_define_alias( globalSoundStreamClass, "loop=", "setPlayingOffset" );
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}
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