rubygame 2.2.0 → 2.3.0
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- data/NEWS +55 -4
- data/README +23 -39
- data/ROADMAP +85 -19
- data/Rakefile +49 -20
- data/doc/windows_install.rdoc +1 -1
- data/ext/rubygame/rubygame_image.c +145 -1
- data/ext/rubygame/rubygame_main.h +6 -3
- data/ext/rubygame/rubygame_mixer.c +323 -63
- data/ext/rubygame/rubygame_mixer.h +5 -31
- data/ext/rubygame/rubygame_music.c +1017 -0
- data/ext/rubygame/rubygame_music.h +29 -0
- data/ext/rubygame/rubygame_shared.c +63 -0
- data/ext/rubygame/rubygame_shared.h +8 -0
- data/ext/rubygame/rubygame_sound.c +863 -0
- data/ext/rubygame/rubygame_sound.h +29 -0
- data/ext/rubygame/rubygame_surface.c +4 -0
- data/lib/rubygame/color/models/base.rb +5 -0
- data/lib/rubygame/named_resource.rb +254 -0
- data/samples/chimp.rb +52 -63
- data/samples/demo_gl.rb +0 -0
- data/samples/demo_gl_tex.rb +0 -0
- data/samples/demo_music.rb +10 -8
- data/samples/demo_rubygame.rb +15 -3
- data/samples/demo_sfont.rb +0 -0
- data/samples/demo_ttf.rb +0 -0
- data/samples/demo_utf8.rb +0 -0
- metadata +55 -45
- data/ext/rubygame/MANIFEST +0 -25
- data/lib/rubygame/MANIFEST +0 -12
@@ -0,0 +1,863 @@
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/*
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* Interface to SDL_mixer sound playback and mixing.
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*--
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* Rubygame -- Ruby code and bindings to SDL to facilitate game creation
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* Copyright (C) 2004-2008 John Croisant
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*++
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*/
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#include "SDL_mixer.h"
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#include "rubygame_shared.h"
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#include "rubygame_mixer.h"
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VALUE cSound;
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/* A pointer to a Mix_Chunk, with a reference count.
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* Allows re-use of sound data, then freeing memory when
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* there are no references to it.
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*/
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typedef struct RG_WrapChunk {
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/* 'private' */
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Mix_Chunk *chunk;
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int ref_count;
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} RG_WrapChunk;
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/* The struct that the Sound class wraps. Stores a
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* pointer to a RG_WrapChunk and important attributes
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* of the Sound like its volume and channel it's
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* playing on.
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*/
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typedef struct RG_Sound {
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/* 'public' */
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float volume;
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/* 'private' */
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RG_WrapChunk *wrap;
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int channel;
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} RG_Sound;
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/* Allocate/initialize the memory for a RG_WrapChunk and return a pointer. */
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static RG_WrapChunk* _rg_wrapchunk_alloc()
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{
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RG_WrapChunk *wrap;
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wrap = ALLOC(RG_WrapChunk);
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wrap->chunk = NULL;
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wrap->ref_count = 0;
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return wrap;
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}
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/* Load a Mix_Chunk from a file and assign it to the RG_WrapChunk. */
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static int _rg_wrapchunk_load( RG_WrapChunk *wrap, char *file )
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{
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/* Open audio if it's not already. Return -1 if it failed. */
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if( ensure_open_audio() != 0 )
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{
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return -1;
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}
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wrap->chunk = Mix_LoadWAV( file );
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if( !(wrap->chunk) )
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return -1;
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else
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return 0;
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}
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/* Make a copy of the other's Mix_Chunk audio data, and assign
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* it to the RG_WrapChunk.
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*/
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static void _rg_wrapchunk_deepcopy( RG_WrapChunk *wrap, RG_WrapChunk *other )
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{
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*(wrap->chunk) = *(other->chunk);
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}
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/* Free the memory used by the RG_WrapChunk */
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static void _rg_wrapchunk_free( RG_WrapChunk *wrap )
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{
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Mix_FreeChunk( wrap->chunk );
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wrap->chunk = NULL;
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free(wrap);
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}
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/* Associate a RG_WrapChunk with a RG_Sound. Handles reference counts. */
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static inline void _rg_sound_associate( RG_Sound *sound, RG_WrapChunk *wrap )
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{
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sound->wrap = wrap;
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sound->wrap->ref_count += 1;
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}
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/* Deassociate the RG_Sound's WrapChunk. Handles reference counts. */
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static inline void _rg_sound_deassociate( RG_Sound *sound )
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{
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sound->wrap->ref_count -= 1;
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sound->wrap = NULL;
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}
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/* Allocate/initialize the memory for a RG_Sound return a pointer. */
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static RG_Sound* _rg_sound_alloc()
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{
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RG_Sound *sound;
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sound = ALLOC(RG_Sound);
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sound->wrap = NULL;
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sound->volume = 1.f;
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sound->channel = -1;
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return sound;
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}
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/* Free the memory used by the Sound, and possibly the memory
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* used by the WrapChunk it refers to.
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*/
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static void _rg_sound_free( RG_Sound *sound )
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{
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RG_WrapChunk *wrap = sound->wrap;
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_rg_sound_deassociate( sound );
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free(sound);
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/* If the WrapChunk has no more referrers, free it too. */
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if( wrap->ref_count <= 0 )
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{
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_rg_wrapchunk_free( wrap );
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}
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}
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/* Load a new Sound from a file. */
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static int _rg_sound_load( RG_Sound *sound, char *file )
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{
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RG_WrapChunk *wrap = _rg_wrapchunk_alloc();
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int result = _rg_wrapchunk_load( wrap, file );
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_rg_sound_associate( sound, wrap );
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return result;
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}
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/* Make a shallow copy of the given Sound; the new Sound points to
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* the same audio data in memory as the old one. Also copies
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* user-visible attributes (e.g. volume).
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*/
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static void _rg_sound_copy( RG_Sound *sound, RG_Sound *other )
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{
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_rg_sound_associate( sound, other->wrap );
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sound->volume = other->volume;
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sound->channel = -1;
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}
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/* Make a new Sound with a copy of the audio from an existing Sound */
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static void _rg_sound_deepcopy( RG_Sound *sound, RG_Sound *other )
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{
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RG_WrapChunk *wrap = _rg_wrapchunk_alloc();
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_rg_wrapchunk_deepcopy( wrap, other->wrap );
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_rg_sound_associate( sound, wrap );
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sound->volume = other->volume;
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sound->channel = -1;
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}
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/* Check that the given channel is (still) loaded with the given chunk. */
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static int _rg_sound_channel_check( RG_Sound *sound )
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{
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/* channel is unset, so it doesn't belong. */
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if( sound->channel == -1 )
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{
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return 0;
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}
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Mix_Chunk *chan_chunk = Mix_GetChunk(sound->channel);
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/* Check that the channel chunk is the same as the given one */
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return ( sound->wrap->chunk == chan_chunk );
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}
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/* Play the sound, fading in, repeating, and stopping as specified.
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* fade_in and stop_after are in milliseconds!
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*/
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static int _rg_sound_play( RG_Sound *sound,
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int fade_in, int repeats, int stop_after )
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{
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/* Open audio if it's not already. Return -1 if it failed. */
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if( ensure_open_audio() != 0 )
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{
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return -1;
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}
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/* If it's already playing on a channel, stop it first. */
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if( _rg_sound_channel_check(sound) )
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{
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Mix_HaltChannel( sound->channel );
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}
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/* Find first available channel */
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sound->channel = Mix_GroupAvailable(-1);
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if( sound->channel == -1 )
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{
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/* No channels were available, so make one more than there are now.
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* (Mix_AllocateChannels(-1) returns the current number of channels)
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*/
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Mix_AllocateChannels( Mix_AllocateChannels(-1) + 1 );
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/* Try again. */
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sound->channel = Mix_GroupAvailable(-1);
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}
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/* Set its volume before we play */
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Mix_Volume( sound->channel, (int)(MIX_MAX_VOLUME * sound->volume) );
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if( fade_in <= 0 )
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{
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/* Play sound without fading in */
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return Mix_PlayChannelTimed( sound->channel, sound->wrap->chunk,
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repeats, stop_after );
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}
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else
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{
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/* Play sound with fading in */
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return Mix_FadeInChannelTimed( sound->channel, sound->wrap->chunk,
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repeats, fade_in, stop_after );
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}
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}
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/* Ruby allocation function. */
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static VALUE rg_sound_alloc( VALUE klass )
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{
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RG_Sound *sound = _rg_sound_alloc();
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return Data_Wrap_Struct(klass, 0, _rg_sound_free, sound);
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}
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/*
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* call-seq:
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* load( filename ) -> sound
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*
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* Load the given audio file.
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* Supported file formats are WAV, AIFF, RIFF, OGG (Ogg Vorbis), and
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* VOC (SoundBlaster).
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*
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* filename:: Full or relative path to the file. (String, required)
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*
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* Returns:: The new Sound instance. (Sound)
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* May raise:: SDLError, if the sound file could not be loaded.
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*
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*/
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static VALUE rg_sound_load( VALUE klass, VALUE filename )
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{
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RG_Sound *sound;
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VALUE s = rg_sound_alloc( cSound );
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Data_Get_Struct( s, RG_Sound, sound );
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char *file = StringValuePtr( filename );
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int result = _rg_sound_load( sound, file );
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if( result == -1 )
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{
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rb_raise(eSDLError, "Could not load Sound file '%s': %s",
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file, Mix_GetError());
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}
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return s;
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}
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/*
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* call-seq:
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* Sound.autoload( filename ) -> Surface or nil
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*
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* Searches each directory in Sound.autoload_dirs for a file with
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* the given filename. If it finds that file, loads it and returns
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* a Sound instance. If it doesn't find the file, returns nil.
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*
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* See Rubygame::NamedResource for more information about this
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* functionality.
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*
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*/
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VALUE rg_sound_autoload( VALUE klass, VALUE namev )
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{
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VALUE pathv = rb_funcall( klass, rb_intern("find_file"), 1, namev );
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if( RTEST(pathv) )
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{
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return rg_sound_load( klass, pathv );
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}
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else
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{
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return Qnil;
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}
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}
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/*
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*
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* call-seq:
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* new
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*
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* **NOTE**: Don't use this method. Use Sound.load.
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*
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* This method is not implemented. (In the future, it might be
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* used to create a new Sound with blank audio data.)
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*
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* Raises NotImplementedError.
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*
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*/
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static VALUE rg_sound_new( int argc, VALUE *ARGV, VALUE self )
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{
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rb_raise(rb_eNotImpError, "Sound.new is not implemented yet. Use Sound.load to load a sound file.");
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}
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/*
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* call-seq:
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* clone( other ) -> sound
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* dup( other ) -> sound
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*
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* Create a copy of the given Sound instance. Much more memory-efficient
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* than using #load to load the sound file again.
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*
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* other:: An existing Sound instance. (Sound, required)
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*
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* Returns:: The new Sound instance. (Sound)
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*
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* **NOTE**: #clone and #dup do slightly different things; #clone will copy
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* the 'frozen' state of the object, while #dup will create a fresh, un-frozen
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* object.
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*
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*/
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static VALUE rg_sound_initialize_copy( VALUE self, VALUE other )
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{
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RG_Sound *soundA, *soundB;
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Data_Get_Struct(self, RG_Sound, soundA);
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Data_Get_Struct(other, RG_Sound, soundB);
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_rg_sound_copy( soundA, soundB );
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return self;
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}
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+
|
382
|
+
/*
|
383
|
+
* call-seq:
|
384
|
+
* play( options={} ) -> self
|
385
|
+
*
|
386
|
+
* Play the Sound, optionally fading in, repeating a certain number of
|
387
|
+
* times (or forever), and/or stopping automatically after a certain time.
|
388
|
+
*
|
389
|
+
* See also #pause and #stop.
|
390
|
+
*
|
391
|
+
* options:: Hash of options, listed below. (Hash, required)
|
392
|
+
*
|
393
|
+
* :fade_in:: Fade in from silence over the given number of seconds.
|
394
|
+
* (Numeric)
|
395
|
+
* :repeats:: Repeat the sound the given number of times, or forever
|
396
|
+
* (or until stopped) if -1. (Integer)
|
397
|
+
* :stop_after:: Automatically stop playing after playing for the given
|
398
|
+
* number of seconds. (Numeric)
|
399
|
+
*
|
400
|
+
* Returns:: The receiver (self).
|
401
|
+
* May raise:: SDLError, if the sound file could not be played.
|
402
|
+
*
|
403
|
+
* **NOTE**: If the sound is already playing (or paused), it will be stopped
|
404
|
+
* and played again from the beginning.
|
405
|
+
*
|
406
|
+
* Example:
|
407
|
+
* # Fade in over 2 seconds, play 4 times (1 + 3 repeats),
|
408
|
+
* # but stop playing after 5 seconds.
|
409
|
+
* sound.play( :fade_in => 2, :repeats => 3, :stop_after => 5 );
|
410
|
+
*
|
411
|
+
*/
|
412
|
+
static VALUE rg_sound_play( int argc, VALUE *argv, VALUE self )
|
413
|
+
{
|
414
|
+
RG_Sound *sound;
|
415
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
416
|
+
|
417
|
+
VALUE options;
|
418
|
+
rb_scan_args(argc, argv, "01", &options);
|
419
|
+
|
420
|
+
int fade_in = 0;
|
421
|
+
int repeats = 0;
|
422
|
+
int stop_after = -1;
|
423
|
+
|
424
|
+
/* If we got some options */
|
425
|
+
if( RTEST(options) )
|
426
|
+
{
|
427
|
+
/* Make sure options is a Hash table */
|
428
|
+
if( TYPE(options) != T_HASH )
|
429
|
+
{
|
430
|
+
rb_raise(rb_eTypeError, "wrong argument type %s (expected Hash)",
|
431
|
+
rb_obj_classname(options));
|
432
|
+
}
|
433
|
+
|
434
|
+
VALUE temp;
|
435
|
+
|
436
|
+
temp = rb_hash_aref(options, make_symbol("fade_in"));
|
437
|
+
if( RTEST(temp) )
|
438
|
+
{
|
439
|
+
fade_in = (int)(1000 * NUM2DBL( temp ));
|
440
|
+
}
|
441
|
+
|
442
|
+
temp = rb_hash_aref(options, make_symbol("repeats"));
|
443
|
+
if( RTEST(temp) )
|
444
|
+
{
|
445
|
+
repeats = NUM2INT(temp);
|
446
|
+
}
|
447
|
+
|
448
|
+
temp = rb_hash_aref(options, make_symbol("stop_after"));
|
449
|
+
if( RTEST(temp) )
|
450
|
+
{
|
451
|
+
stop_after = (int)(1000 * NUM2DBL( temp ));
|
452
|
+
}
|
453
|
+
|
454
|
+
}
|
455
|
+
|
456
|
+
int result = _rg_sound_play( sound, fade_in, repeats, stop_after );
|
457
|
+
|
458
|
+
if( result == -1 )
|
459
|
+
{
|
460
|
+
rb_raise(eSDLError, "Could not play Sound: %s", Mix_GetError());
|
461
|
+
}
|
462
|
+
|
463
|
+
return self;
|
464
|
+
}
|
465
|
+
|
466
|
+
|
467
|
+
/*
|
468
|
+
* call-seq:
|
469
|
+
* playing? -> true or false
|
470
|
+
*
|
471
|
+
* True if the Sound is currently playing (not paused or stopped).
|
472
|
+
* See also #paused? and #stopped?.
|
473
|
+
*
|
474
|
+
*/
|
475
|
+
static VALUE rg_sound_playingp( VALUE self )
|
476
|
+
{
|
477
|
+
RG_Sound *sound;
|
478
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
479
|
+
|
480
|
+
int channel = sound->channel;
|
481
|
+
|
482
|
+
/* Make sure the sound actually belongs to the channel */
|
483
|
+
if( _rg_sound_channel_check(sound) )
|
484
|
+
{
|
485
|
+
/* Return true if it's playing, but not paused. */
|
486
|
+
if( Mix_Playing(channel) && !Mix_Paused(channel) )
|
487
|
+
{
|
488
|
+
return Qtrue;
|
489
|
+
}
|
490
|
+
else
|
491
|
+
{
|
492
|
+
return Qfalse;
|
493
|
+
}
|
494
|
+
}
|
495
|
+
else
|
496
|
+
{
|
497
|
+
return Qfalse;
|
498
|
+
}
|
499
|
+
}
|
500
|
+
|
501
|
+
|
502
|
+
|
503
|
+
/*
|
504
|
+
* call-seq:
|
505
|
+
* pause -> self
|
506
|
+
*
|
507
|
+
* Pause the Sound. Unlike #stop, it can be unpaused later to resume
|
508
|
+
* from where it was paused. See also #unpause and #paused?.
|
509
|
+
*
|
510
|
+
* Returns:: The receiver (self).
|
511
|
+
*
|
512
|
+
* **NOTE**: Does nothing if the sound is not currently playing.
|
513
|
+
*
|
514
|
+
*/
|
515
|
+
static VALUE rg_sound_pause( VALUE self )
|
516
|
+
{
|
517
|
+
RG_Sound *sound;
|
518
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
519
|
+
|
520
|
+
int channel = sound->channel;
|
521
|
+
|
522
|
+
/* Make sure the sound actually belongs to the channel */
|
523
|
+
if( _rg_sound_channel_check(sound) )
|
524
|
+
{
|
525
|
+
Mix_Pause( channel );
|
526
|
+
}
|
527
|
+
|
528
|
+
return self;
|
529
|
+
}
|
530
|
+
|
531
|
+
|
532
|
+
/*
|
533
|
+
* call-seq:
|
534
|
+
* unpause -> self
|
535
|
+
*
|
536
|
+
* Unpause the Sound, if it is currently paused. Resumes from
|
537
|
+
* where it was paused. See also #pause and #paused?.
|
538
|
+
*
|
539
|
+
* Returns:: The receiver (self).
|
540
|
+
*
|
541
|
+
* **NOTE**: Does nothing if the sound is not currently paused.
|
542
|
+
*
|
543
|
+
*/
|
544
|
+
static VALUE rg_sound_unpause( VALUE self )
|
545
|
+
{
|
546
|
+
RG_Sound *sound;
|
547
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
548
|
+
|
549
|
+
int channel = sound->channel;
|
550
|
+
|
551
|
+
/* Make sure the sound actually belongs to the channel */
|
552
|
+
if( _rg_sound_channel_check(sound) )
|
553
|
+
{
|
554
|
+
Mix_Resume( channel );
|
555
|
+
}
|
556
|
+
|
557
|
+
return self;
|
558
|
+
}
|
559
|
+
|
560
|
+
|
561
|
+
/*
|
562
|
+
* call-seq:
|
563
|
+
* paused? -> true or false
|
564
|
+
*
|
565
|
+
* True if the Sound is currently paused (not playing or stopped).
|
566
|
+
* See also #playing? and #stopped?.
|
567
|
+
*
|
568
|
+
*/
|
569
|
+
static VALUE rg_sound_pausedp( VALUE self )
|
570
|
+
{
|
571
|
+
RG_Sound *sound;
|
572
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
573
|
+
|
574
|
+
int channel = sound->channel;
|
575
|
+
|
576
|
+
/* Make sure the sound actually belongs to the channel */
|
577
|
+
if( _rg_sound_channel_check(sound) )
|
578
|
+
{
|
579
|
+
/* Return true if it's "playing" (not stopped), as well as paused. */
|
580
|
+
if( Mix_Playing(channel) && Mix_Paused(channel) )
|
581
|
+
{
|
582
|
+
return Qtrue;
|
583
|
+
}
|
584
|
+
else
|
585
|
+
{
|
586
|
+
return Qfalse;
|
587
|
+
}
|
588
|
+
}
|
589
|
+
else
|
590
|
+
{
|
591
|
+
return Qfalse;
|
592
|
+
}
|
593
|
+
}
|
594
|
+
|
595
|
+
|
596
|
+
|
597
|
+
/*
|
598
|
+
* call-seq:
|
599
|
+
* stop -> self
|
600
|
+
*
|
601
|
+
* Stop the Sound. Unlike #pause, the sound must be played again from
|
602
|
+
* the beginning, it cannot be resumed from it was stopped.
|
603
|
+
*
|
604
|
+
* Returns:: The receiver (self).
|
605
|
+
*
|
606
|
+
* **NOTE**: Does nothing if the sound is not currently playing or paused.
|
607
|
+
*
|
608
|
+
*/
|
609
|
+
static VALUE rg_sound_stop( VALUE self )
|
610
|
+
{
|
611
|
+
RG_Sound *sound;
|
612
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
613
|
+
|
614
|
+
int channel = sound->channel;
|
615
|
+
|
616
|
+
/* Make sure the sound actually belongs to the channel */
|
617
|
+
if( _rg_sound_channel_check(sound) )
|
618
|
+
{
|
619
|
+
Mix_HaltChannel( channel );
|
620
|
+
}
|
621
|
+
|
622
|
+
return self;
|
623
|
+
}
|
624
|
+
|
625
|
+
|
626
|
+
/*
|
627
|
+
* call-seq:
|
628
|
+
* stopped? -> true or false
|
629
|
+
*
|
630
|
+
* True if the Sound is currently stopped (not playing or paused).
|
631
|
+
* See also #playing? and #paused?.
|
632
|
+
*
|
633
|
+
*/
|
634
|
+
static VALUE rg_sound_stoppedp( VALUE self )
|
635
|
+
{
|
636
|
+
RG_Sound *sound;
|
637
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
638
|
+
|
639
|
+
int channel = sound->channel;
|
640
|
+
|
641
|
+
/* Make sure the sound actually belongs to the channel */
|
642
|
+
if( _rg_sound_channel_check(sound) )
|
643
|
+
{
|
644
|
+
/* Return true if it's not playing. */
|
645
|
+
if( !Mix_Playing(channel) )
|
646
|
+
{
|
647
|
+
return Qtrue;
|
648
|
+
}
|
649
|
+
else
|
650
|
+
{
|
651
|
+
return Qfalse;
|
652
|
+
}
|
653
|
+
}
|
654
|
+
else
|
655
|
+
{
|
656
|
+
/* If it's not on a channel... it can't be playing! */
|
657
|
+
return Qtrue;
|
658
|
+
}
|
659
|
+
}
|
660
|
+
|
661
|
+
|
662
|
+
/*
|
663
|
+
* call-seq:
|
664
|
+
* fade_out( fade_time ) -> self
|
665
|
+
*
|
666
|
+
* Fade out to silence over the given number of seconds. Once the sound
|
667
|
+
* is silent, it is automatically stopped.
|
668
|
+
*
|
669
|
+
* Returns:: The receiver (self).
|
670
|
+
*
|
671
|
+
* **NOTE**: If the sound is currently paused, the fade will start,
|
672
|
+
* but you won't be able to hear it happening unless you #unpause during
|
673
|
+
* the fade. Does nothing if the sound is currently stopped.
|
674
|
+
*
|
675
|
+
*/
|
676
|
+
static VALUE rg_sound_fadeout( VALUE self, VALUE fade_time )
|
677
|
+
{
|
678
|
+
RG_Sound *sound;
|
679
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
680
|
+
|
681
|
+
int channel = sound->channel;
|
682
|
+
int fade_ms = (int)(1000 * NUM2DBL(fade_time));
|
683
|
+
|
684
|
+
/* Make sure the sound actually belongs to the channel */
|
685
|
+
if( _rg_sound_channel_check(sound) )
|
686
|
+
{
|
687
|
+
Mix_FadeOutChannel( channel, fade_ms );
|
688
|
+
}
|
689
|
+
|
690
|
+
return self;
|
691
|
+
}
|
692
|
+
|
693
|
+
|
694
|
+
/*
|
695
|
+
* call-seq:
|
696
|
+
* fading?( direction=:either ) -> true or false
|
697
|
+
*
|
698
|
+
* True if the Sound is currently fading in or out.
|
699
|
+
* See also #play and #fade_out.
|
700
|
+
*
|
701
|
+
* direction:: Check if it is fading :in, :out, or :either.
|
702
|
+
* (Symbol, required)
|
703
|
+
*
|
704
|
+
*/
|
705
|
+
static VALUE rg_sound_fadingp( int argc, VALUE *argv, VALUE self )
|
706
|
+
{
|
707
|
+
RG_Sound *sound;
|
708
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
709
|
+
|
710
|
+
VALUE vdirection;
|
711
|
+
rb_scan_args(argc, argv, "01", &vdirection);
|
712
|
+
|
713
|
+
int direction;
|
714
|
+
int channel = sound->channel;
|
715
|
+
|
716
|
+
/* If it's not actually on a channel, return false right away. */
|
717
|
+
if( !(_rg_sound_channel_check(sound)) )
|
718
|
+
{
|
719
|
+
return Qfalse;
|
720
|
+
}
|
721
|
+
|
722
|
+
if( RTEST(vdirection) )
|
723
|
+
{
|
724
|
+
if( make_symbol("in") == vdirection )
|
725
|
+
{
|
726
|
+
return ( (Mix_FadingChannel(channel) == MIX_FADING_IN) ? Qtrue : Qfalse );
|
727
|
+
}
|
728
|
+
|
729
|
+
else if( make_symbol("out") == vdirection )
|
730
|
+
{
|
731
|
+
return ( (Mix_FadingChannel(channel) == MIX_FADING_OUT) ? Qtrue : Qfalse );
|
732
|
+
}
|
733
|
+
|
734
|
+
else if( make_symbol("either") == vdirection )
|
735
|
+
{
|
736
|
+
return ( (Mix_FadingChannel(channel) != MIX_NO_FADING) ? Qtrue : Qfalse );
|
737
|
+
}
|
738
|
+
}
|
739
|
+
|
740
|
+
/* default */
|
741
|
+
return ( (Mix_FadingChannel(channel) != MIX_NO_FADING) ? Qtrue : Qfalse );
|
742
|
+
}
|
743
|
+
|
744
|
+
|
745
|
+
|
746
|
+
/*
|
747
|
+
* call-seq:
|
748
|
+
* volume -> vol
|
749
|
+
*
|
750
|
+
* Return the volume level of the sound.
|
751
|
+
* 0.0 is totally silent, 1.0 is full volume.
|
752
|
+
*
|
753
|
+
* **NOTE**: Ignores fading in or out.
|
754
|
+
*
|
755
|
+
*/
|
756
|
+
static VALUE rg_sound_getvolume( VALUE self )
|
757
|
+
{
|
758
|
+
RG_Sound *sound;
|
759
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
760
|
+
|
761
|
+
return rb_float_new(sound->volume);
|
762
|
+
}
|
763
|
+
|
764
|
+
|
765
|
+
/*
|
766
|
+
* call-seq:
|
767
|
+
* volume = new_vol
|
768
|
+
*
|
769
|
+
* Set the new #volume level of the sound.
|
770
|
+
* 0.0 is totally silent, 1.0 is full volume.
|
771
|
+
*
|
772
|
+
* Volume cannot be set while the sound is fading in or out.
|
773
|
+
* Be sure to check #fading? or rescue from SDLError when
|
774
|
+
* using this method.
|
775
|
+
*
|
776
|
+
* May raise:: SDLError if the sound is fading in or out.
|
777
|
+
*
|
778
|
+
*/
|
779
|
+
static VALUE rg_sound_setvolume( VALUE self, VALUE volume )
|
780
|
+
{
|
781
|
+
RG_Sound *sound;
|
782
|
+
Data_Get_Struct(self, RG_Sound, sound);
|
783
|
+
|
784
|
+
/* Change channel volume if Sound is currently assigned to a channel */
|
785
|
+
if( _rg_sound_channel_check(sound) )
|
786
|
+
{
|
787
|
+
/* But only if it's not fading right now. */
|
788
|
+
if( Mix_FadingChannel(sound->channel) == MIX_NO_FADING )
|
789
|
+
{
|
790
|
+
sound->volume = NUM2DBL(volume);
|
791
|
+
Mix_Volume( sound->channel, (int)(MIX_MAX_VOLUME * sound->volume) );
|
792
|
+
}
|
793
|
+
else
|
794
|
+
{
|
795
|
+
rb_raise(eSDLError, "cannot set Sound volume while fading");
|
796
|
+
}
|
797
|
+
}
|
798
|
+
else
|
799
|
+
{
|
800
|
+
/* Save it for later. */
|
801
|
+
sound->volume = NUM2DBL(volume);
|
802
|
+
}
|
803
|
+
|
804
|
+
return volume;
|
805
|
+
}
|
806
|
+
|
807
|
+
|
808
|
+
void Rubygame_Init_Sound()
|
809
|
+
{
|
810
|
+
#if 0
|
811
|
+
mRubygame = rb_define_module("Rubygame");
|
812
|
+
#endif
|
813
|
+
|
814
|
+
/*
|
815
|
+
* **IMPORTANT**: Sound is only available if Rubygame was compiled
|
816
|
+
* with SDL_mixer support!
|
817
|
+
*
|
818
|
+
* Sound holds a sound effect, loaded from an audio file (see #load for
|
819
|
+
* supported formats).
|
820
|
+
*
|
821
|
+
* Sound can #play, #pause/#unpause, #stop, adjust #volume,
|
822
|
+
* and #fade_out (you can fade in by passing an option to #play).
|
823
|
+
*
|
824
|
+
* Sound can create duplicates (with #dup or #clone) in a memory-efficient
|
825
|
+
* way -- the new Sound instance refers back to the same audio data,
|
826
|
+
* so having 100 duplicates of a sound uses only slightly more memory
|
827
|
+
* than having the first sound. Duplicates can different volume levels,
|
828
|
+
* too!
|
829
|
+
*
|
830
|
+
* Sound includes the Rubygame::NamedResource mixin module, which
|
831
|
+
* can perform autoloading of sounds on demand, among other things.
|
832
|
+
*
|
833
|
+
*/
|
834
|
+
cSound = rb_define_class_under(mRubygame,"Sound",rb_cObject);
|
835
|
+
|
836
|
+
/* Include the Rubygame::NamedResource mixin module. */
|
837
|
+
rg_include_named_resource(cSound);
|
838
|
+
|
839
|
+
rb_define_alloc_func( cSound, rg_sound_alloc );
|
840
|
+
|
841
|
+
rb_define_singleton_method( cSound, "new", rg_sound_new, -1 );
|
842
|
+
rb_define_singleton_method( cSound, "load", rg_sound_load, 1 );
|
843
|
+
|
844
|
+
rb_define_singleton_method( cSound, "autoload", rg_sound_autoload, 1 );
|
845
|
+
|
846
|
+
rb_define_method( cSound, "initialize_copy", rg_sound_initialize_copy, 1 );
|
847
|
+
|
848
|
+
rb_define_method( cSound, "play", rg_sound_play, -1 );
|
849
|
+
rb_define_method( cSound, "playing?", rg_sound_playingp, 0 );
|
850
|
+
|
851
|
+
rb_define_method( cSound, "pause", rg_sound_pause, 0 );
|
852
|
+
rb_define_method( cSound, "unpause", rg_sound_unpause, 0 );
|
853
|
+
rb_define_method( cSound, "paused?", rg_sound_pausedp, 0 );
|
854
|
+
|
855
|
+
rb_define_method( cSound, "stop", rg_sound_stop, 0 );
|
856
|
+
rb_define_method( cSound, "stopped?", rg_sound_stoppedp, 0 );
|
857
|
+
|
858
|
+
rb_define_method( cSound, "fade_out", rg_sound_fadeout, 1 );
|
859
|
+
rb_define_method( cSound, "fading?", rg_sound_fadingp, -1 );
|
860
|
+
|
861
|
+
rb_define_method( cSound, "volume", rg_sound_getvolume, 0 );
|
862
|
+
rb_define_method( cSound, "volume=", rg_sound_setvolume, 1 );
|
863
|
+
}
|