3 #include <glib/gi18n.h>
4 #include <libchimara/glk.h>
10 #include "chimara-glk-private.h"
15 extern GPrivate *glk_data_key;
18 on_new_decoded_pad(GstTypeFindElement *typefind, guint probability, GstCaps *caps)
23 * glk_schannel_create:
24 * @rock: The rock value to give the new sound channel.
26 * This creates a sound channel, about as you'd expect.
28 * Remember that it is possible that the library will be unable to create a new
29 * channel, in which case glk_schannel_create() will return %NULL.
31 * Returns: A new sound channel, or %NULL.
34 glk_schannel_create(glui32 rock)
36 #ifdef GSTREAMER_SOUND
37 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
39 schanid_t s = g_new0(struct glk_schannel_struct, 1);
40 s->magic = MAGIC_SCHANNEL;
42 if(glk_data->register_obj)
43 s->disprock = (*glk_data->register_obj)(s, gidisp_Class_Schannel);
45 /* Add it to the global sound channel list */
46 glk_data->schannel_list = g_list_prepend(glk_data->schannel_list, s);
47 s->schannel_list = glk_data->schannel_list;
49 /* Create a GStreamer pipeline for the sound channel */
50 gchar *pipeline_name = g_strdup_printf("pipeline-%p", s);
51 s->pipeline = gst_pipeline_new(pipeline_name);
52 g_free(pipeline_name);
54 /* Create GStreamer elements to put in the pipeline */
55 s->source = gst_element_factory_make("giostreamsrc", NULL);
56 s->decode = gst_element_factory_make("decodebin2", NULL);
57 s->filter = gst_element_factory_make("volume", NULL);
58 s->sink = gst_element_factory_make("autoaudiosink", NULL);
59 if(!s->source || !s->decode || !s->filter || !s->sink) {
60 WARNING(_("Could not create one or more GStreamer elements"));
64 gst_bin_add_many(GST_BIN(s->pipeline), s->source, s->decode, s->filter, s->sink, NULL);
65 if(!gst_element_link(s->source, s->decode)) {
66 WARNING(_("Could not link GStreamer elements"));
69 if(!gst_element_link(s->filter, s->sink)) {
70 WARNING(_("Could not link GStreamer elements"));
73 g_signal_connect(s->decode, "new-decoded-pad", G_CALLBACK(on_new_decoded_pad), s);
78 glk_schannel_destroy(s);
82 #endif /* GSTREAMER_SOUND */
86 * glk_schannel_destroy:
87 * @chan: The sound channel to destroy.
89 * Destroys the channel. If the channel is playing a sound, the sound stops
90 * immediately (with no notification event).
93 glk_schannel_destroy(schanid_t chan)
95 VALID_SCHANNEL(chan, return);
97 #ifdef GSTREAMER_SOUND
98 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
100 if(!gst_element_set_state(chan->pipeline, GST_STATE_NULL))
101 WARNING_S(_("Could not set GstElement state to"), "NULL");
103 glk_data->schannel_list = g_list_delete_link(glk_data->schannel_list, chan->schannel_list);
105 if(glk_data->unregister_obj)
107 (*glk_data->unregister_obj)(chan, gidisp_Class_Schannel, chan->disprock);
108 chan->disprock.ptr = NULL;
112 gst_object_unref(chan->pipeline);
114 chan->magic = MAGIC_FREE;
120 * glk_schannel_iterate:
121 * @chan: A sound channel, or %NULL.
122 * @rockptr: Return location for the next sound channel's rock, or %NULL.
124 * This function can be used to iterate through the list of all open channels.
125 * See <link linkend="chimara-Iterating-Through-Opaque-Objects">Iterating
126 * Through Opaque Objects</link>.
128 * As that section describes, the order in which channels are returned is
131 * Returns: the next sound channel, or %NULL if there are no more.
134 glk_schannel_iterate(schanid_t chan, glui32 *rockptr)
136 VALID_SCHANNEL_OR_NULL(chan, return NULL);
138 #ifdef GSTREAMER_SOUND
139 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
143 retnode = glk_data->schannel_list;
145 retnode = chan->schannel_list->next;
146 schanid_t retval = retnode? (schanid_t)retnode->data : NULL;
148 /* Store the sound channel's rock in rockptr */
149 if(retval && rockptr)
150 *rockptr = glk_schannel_get_rock(retval);
155 #endif /* GSTREAMER_SOUND */
159 * glk_schannel_get_rock:
160 * @chan: A sound channel.
162 * Retrieves the channel's rock value. See <link
163 * linkend="chimara-Rocks">Rocks</link>.
165 * Returns: A rock value.
168 glk_schannel_get_rock(schanid_t chan)
170 VALID_SCHANNEL(chan, return 0);
176 * @chan: Channel to play the sound in.
177 * @snd: Resource number of the sound to play.
179 * Begins playing the given sound on the channel. If the channel was already
180 * playing a sound (even the same one), the old sound is stopped (with no
181 * notification event.
183 * This returns 1 if the sound actually started playing, and 0 if there was any
186 * The most obvious problem is if there is no sound resource with the given
187 * identifier. But other problems can occur. For example, the MOD-playing
188 * facility in a library might be unable to handle two MODs at the same time,
189 * in which case playing a MOD resource would fail if one was already playing.
192 * Returns: 1 on success, 0 on failure.
195 glk_schannel_play(schanid_t chan, glui32 snd)
197 return glk_schannel_play_ext(chan, snd, 1, 0);
201 * glk_schannel_play_ext:
202 * @chan: Channel to play the sound in.
203 * @snd: Resource number of the sound to play.
204 * @repeats: Number of times to repeat the sound.
205 * @notify: If nonzero, requests a notification when the sound is finished.
207 * This works the same as glk_schannel_play(), but lets you specify additional
208 * options. <code>glk_schannel_play(chan, snd)</code> is exactly equivalent to
209 * <code>glk_schannel_play_ext(chan, snd, 1, 0)</code>.
211 * The @repeats value is the number of times the sound should be repeated. A
212 * repeat value of -1 (or rather 0xFFFFFFFF) means that the sound should repeat
213 * forever. A repeat value of 0 means that the sound will not be played at all;
214 * nothing happens. (Although a previous sound on the channel will be stopped,
215 * and the function will return 1.)
217 * The @notify value should be nonzero in order to request a sound notification
218 * event. If you do this, when the sound is completed, you will get an event
219 * with type %evtype_SoundNotify. The @window will be %NULL, @val1 will be the
220 * sound's resource id, and @val2 will be the nonzero value you passed as
223 * If you request sound notification, and the repeat value is greater than one,
224 * you will get the event only after the last repetition. If the repeat value is
225 * 0 or -1, you will never get a notification event at all. Similarly, if the
226 * sound is stopped or interrupted, or if the channel is destroyed while the
227 * sound is playing, there will be no notification event.
229 * Not all libraries support sound notification. You should test the
230 * %gestalt_SoundNotify selector before you rely on it; see <link
231 * linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
232 * Capabilities</link>.
234 * Returns: 1 on success, 0 on failure.
237 glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify)
239 VALID_SCHANNEL(chan, return 0);
240 #ifdef GSTREAMER_SOUND
241 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
243 if(!glk_data->resource_map) {
244 if(!glk_data->resource_load_callback) {
245 WARNING(_("No resource map has been loaded yet."));
248 WARNING(_("Loading sound resources from alternative location not yet supported."));
252 giblorb_result_t resource;
253 giblorb_err_t result = giblorb_load_resource(glk_data->resource_map, giblorb_method_Memory, &resource, giblorb_ID_Snd, snd);
254 if(result != giblorb_err_None) {
255 WARNING_S( _("Error loading resource"), giblorb_get_error_message(result) );
258 g_printerr("playing sound resource %d at %p, length %x\n", snd, resource.data.ptr, resource.length);
259 GInputStream *stream = g_memory_input_stream_new_from_data(resource.data.ptr, resource.length, NULL);
260 g_object_set(chan->source, "stream", stream, NULL);
262 if(!gst_element_set_state(chan->pipeline, GST_STATE_PLAYING)) {
263 WARNING_S(_("Could not set GstElement state to"), "PLAYING");
274 * @chan: Channel to silence.
276 * Stops any sound playing in the channel. No notification event is generated,
277 * even if you requested one. If no sound is playing, this has no effect.
280 glk_schannel_stop(schanid_t chan)
282 VALID_SCHANNEL(chan, return);
283 #ifdef GSTREAMER_SOUND
284 if(!gst_element_set_state(chan->pipeline, GST_STATE_READY))
285 WARNING_S(_("Could not set GstElement state to"), "READY");
290 * glk_schannel_set_volume:
291 * @chan: Channel to set the volume of.
292 * @vol: Integer representing the volume; 0x10000 is 100%.
294 * Sets the volume in the channel. When you create a channel, it has full
295 * volume, represented by the value 0x10000. Half volume would be 0x8000,
296 * three-quarters volume would be 0xC000, and so on. A volume of zero represents
297 * silence, although the sound is still considered to be playing.
299 * You can call this function between sounds, or while a sound is playing. The
300 * effect is immediate.
302 * You can overdrive the volume of a channel by setting a volume greater than
303 * 0x10000. However, this is not recommended; the library may be unable to
304 * increase the volume past full, or the sound may become distorted. You should
305 * always create sound resources with the maximum volume you will need, and then
306 * call glk_schannel_set_volume() to reduce the volume when appropriate.
308 * Not all libraries support this function. You should test the
309 * %gestalt_SoundVolume selector before you rely on it; see <link
310 * linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
311 * Capabilities</link>.
313 * <note><title>Chimara</title>
314 * <para>Chimara supports volumes from 0 to 1000%, that is, values of
315 * @vol up to 0xA0000.</para>
319 glk_schannel_set_volume(schanid_t chan, glui32 vol)
321 VALID_SCHANNEL(chan, return);
322 #ifdef GSTREAMER_SOUND
323 gdouble volume_gst = (gdouble)vol / 0x10000;
324 g_printerr("Volume set to: %f\n", volume_gst);
325 g_object_set(chan->filter, "volume", CLAMP(volume_gst, 0.0, 10.0), NULL);
330 * glk_sound_load_hint:
331 * @snd: Resource number of a sound.
332 * @flag: Nonzero to tell the library to load the sound, zero to tell the
333 * library to unload it.
335 * This gives the library a hint about whether the given sound should be loaded
336 * or not. If the @flag is nonzero, the library may preload the sound or do
337 * other initialization, so that glk_schannel_play() will be faster. If the
338 * @flag is zero, the library may release memory or other resources associated
339 * with the sound. Calling this function is always optional, and it has no
340 * effect on what the library actually plays.
342 * <warning><para>This function is not implemented yet.</para></warning>
345 glk_sound_load_hint(glui32 snd, glui32 flag)