#include <libchimara/glk.h>
#ifdef GSTREAMER_SOUND
#include <gst/gst.h>
-#include <gst/controller/gstcontroller.h>
#endif
#include "magic.h"
#include "schannel.h"
#include "resource.h"
#include "event.h"
+#define VOLUME_TIMER_RESOLUTION 1.0 /* In milliseconds */
+
extern GPrivate *glk_data_key;
#ifdef GSTREAMER_SOUND
{
if(!gst_element_set_state(chan->pipeline, GST_STATE_NULL))
WARNING_S(_("Could not set GstElement state to"), "NULL");
+ if(chan->source)
+ {
+ gst_bin_remove(GST_BIN(chan->pipeline), chan->source);
+ chan->source = NULL;
+ }
if(chan->demux)
{
gst_bin_remove(GST_BIN(chan->pipeline), chan->demux);
* Remember that it is possible that the library will be unable to create a new
* channel, in which case glk_schannel_create() will return %NULL.
*
+ * When you create a channel using glk_schannel_create(), it has full volume,
+ * represented by the value 0x10000. Half volume would be 0x8000, three-quarters
+ * volume would be 0xC000, and so on. A volume of zero represents silence.
+ *
+ * You can overdrive the volume of a channel by setting a volume greater than
+ * 0x10000. However, this is not recommended; the library may be unable to
+ * increase the volume past full, or the sound may become distorted. You should
+ * always create sound resources with the maximum volume you will need, and then
+ * reduce the volume when appropriate using the channel-volume calls.
+ *
+ * <note><para>
+ * Mathematically, these volume changes should be taken as linear
+ * multiplication of a waveform represented as linear samples. As I
+ * understand it, linear PCM encodes the sound pressure, and therefore a
+ * volume of 0x8000 should represent a 6 dB drop.
+ * </para></note>
+ *
* Returns: A new sound channel, or %NULL.
*/
schanid_t
* @rock: The rock value to give the new sound channel.
* @volume: Integer representing the volume; 0x10000 is 100%.
*
- * [DRAFT SPEC]
- *
* The glk_schannel_create_ext() call lets you create a channel with the volume
* already set at a given level.
*
+ * Not all libraries support glk_schannel_create_ext(). You should test the
+ * %gestalt_Sound2 selector before you rely on it; see <link
+ * linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
+ * Capabilities</link>.
+ *
* Returns: A new sound channel, or %NULL.
*/
schanid_t
gst_object_unref(bus);
/* Create GStreamer elements to put in the pipeline */
- s->source = gst_element_factory_make("giostreamsrc", NULL);
s->typefind = gst_element_factory_make("typefind", NULL);
s->convert = gst_element_factory_make("audioconvert", NULL);
s->filter = gst_element_factory_make("volume", NULL);
s->sink = gst_element_factory_make("autoaudiosink", NULL);
- if(!s->source || !s->typefind || !s->convert || !s->filter || !s->sink) {
+ if(!s->typefind || !s->convert || !s->filter || !s->sink) {
WARNING(_("Could not create one or more GStreamer elements"));
goto fail;
}
/* Put the elements in the pipeline and link as many together as we can
without knowing the type of the audio stream */
- gst_bin_add_many(GST_BIN(s->pipeline), s->source, s->typefind, s->convert, s->filter, s->sink, NULL);
- /* Link elements: Source -> typefinder -> ??? -> Converter -> Volume filter -> Sink */
- if(!gst_element_link(s->source, s->typefind) || !gst_element_link_many(s->convert, s->filter, s->sink, NULL)) {
+ gst_bin_add_many(GST_BIN(s->pipeline), s->typefind, s->convert, s->filter, s->sink, NULL);
+
+ /* Link elements: ??? -> Converter -> Volume filter -> Sink */
+ if(!gst_element_link_many(s->convert, s->filter, s->sink, NULL)) {
WARNING(_("Could not link GStreamer elements"));
goto fail;
}
* sound is playing, there will be no notification event.
*
* Not all libraries support sound notification. You should test the
- * %gestalt_SoundNotify selector before you rely on it; see <link
+ * %gestalt_Sound2 selector before you rely on it; see <link
* linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
* Capabilities</link>.
+ *
+ * Note that you can play a sound on a channel whose volume is zero. This has
+ * no audible result, unless you later change the volume; but it produces
+ * notifications as usual. You can also play a sound on a paused channel; the
+ * sound is paused immediately, and does not progress.
*
* Returns: 1 on success, 0 on failure.
*/
stream = g_memory_input_stream_new_from_data(resource.data.ptr, resource.length, NULL);
}
+ chan->source = gst_element_factory_make("giostreamsrc", NULL);
+ g_object_set(chan->source, "stream", stream, NULL);
+ g_object_unref(stream); /* Now owned by GStreamer element */
+ gst_bin_add(GST_BIN(chan->pipeline), chan->source);
+ if(!gst_element_link(chan->source, chan->typefind)) {
+ WARNING(_("Could not link GStreamer elements"));
+ clean_up_after_playing_sound(chan);
+ return 0;
+ }
+
chan->repeats = repeats;
chan->resource = snd;
chan->notify = notify;
- g_object_set(chan->source, "stream", stream, NULL);
- g_object_unref(stream); /* Now owned by GStreamer element */
/* Play the sound; unless the channel is paused, then pause it instead */
if(!gst_element_set_state(chan->pipeline, chan->paused? GST_STATE_PAUSED : GST_STATE_PLAYING)) {
WARNING_S(_("Could not set GstElement state to"), chan->paused? "PAUSED" : "PLAYING");
+ clean_up_after_playing_sound(chan);
return 0;
}
return 1;
* @sndarray: Array of sound resource numbers.
* @soundcount: Length of @sndarray, must be equal to @chanarray.
* @notify: If nonzero, request a notification when each sound finishes.
- *
- * [DRAFT SPEC]
*
* This works the same as glk_schannel_play_ext(), except that you can specify
* more than one sound. The channel references and sound resource numbers are
* a number from 0 to @soundcount.)
*
* <note><para>
+ * If the @notify argument is nonzero, you will get a separate sound
+ * notification event as each sound finishes. They will all have the same
+ * @val2 value.
+ * </para></note>
+ * <note><para>
* Note that you have to supply @chancount and @soundcount as separate
* arguments, even though they are required to be the same. This is an awkward
* consequence of the way array arguments are dispatched in Glulx.
stream = g_memory_input_stream_new_from_data(resource.data.ptr, resource.length, NULL);
}
+ chanarray[count]->source = gst_element_factory_make("giostreamsrc", NULL);
+ g_object_set(chanarray[count]->source, "stream", stream, NULL);
+ g_object_unref(stream); /* Now owned by GStreamer element */
+ gst_bin_add(GST_BIN(chanarray[count]->pipeline), chanarray[count]->source);
+ if(!gst_element_link(chanarray[count]->source, chanarray[count]->typefind)) {
+ WARNING(_("Could not link GStreamer elements"));
+ clean_up_after_playing_sound(chanarray[count]);
+ }
+
chanarray[count]->repeats = 1;
chanarray[count]->resource = sndarray[count];
chanarray[count]->notify = notify;
- g_object_set(chanarray[count]->source, "stream", stream, NULL);
- g_object_unref(stream); /* Now owned by GStreamer element */
}
/* Start all the sounds as close to each other as possible. */
if(!gst_element_set_state(chanarray[count]->pipeline, chanarray[count]->paused? GST_STATE_PAUSED : GST_STATE_PLAYING)) {
WARNING_S(_("Could not set GstElement state to"), chanarray[count]->paused? "PAUSED" : "PLAYING");
skiparray[count] = TRUE;
+ clean_up_after_playing_sound(chanarray[count]);
continue;
}
successes++;
/**
* glk_schannel_pause:
* @chan: Channel to pause.
- *
- * [DRAFT SPEC]
- *
+ *
* Pause any sound playing in the channel. This does not generate any
* notification events. If the channel is already paused, this does nothing.
*
/**
* glk_schannel_unpause:
* @chan: Channel to unpause.
- *
- * [DRAFT SPEC]
*
* Unpause the channel. Any paused sounds begin playing where they left off. If
* the channel is not already paused, this does nothing.
+ *
+ * <note><para>
+ * This means, for example, that you can pause a channel that is currently
+ * not playing any sounds. If you then add a sound to the channel, it will
+ * not start playing; it will be paused at its beginning. If you later
+ * unpaise the channel, the sound will commence.
+ * </para></note>
*/
void
glk_schannel_unpause(schanid_t chan)
}
}
-static double
-volume_glk_to_gstreamer(glui32 volume_glk)
-{
- return CLAMP(((double)volume_glk / 0x10000), 0.0, 10.0);
-}
-
-static void
-channel_set_volume_immediately(schanid_t chan, double volume, glui32 notify)
-{
- g_object_set(chan->filter, "volume", volume, NULL);
-
- if(notify != 0) {
- /* Send a notification */
- }
-}
-
/**
* glk_schannel_set_volume:
* @chan: Channel to set the volume of.
* @vol: Integer representing the volume; 0x10000 is 100%.
*
- * Sets the volume in the channel. When you create a channel, it has full
- * volume, represented by the value 0x10000. Half volume would be 0x8000,
- * three-quarters volume would be 0xC000, and so on. A volume of zero represents
- * silence, although the sound is still considered to be playing.
+ * Sets the volume in the channel, from 0 (silence) to 0x10000 (full volume).
+ * Again, you can overdrive the volume by setting a value greater than 0x10000,
+ * but this is not recommended.
+ *
+ * The glk_schannel_set_volume() function does not include duration and notify
+ * values. Both are assumed to be zero: immediate change, no notification.
*
- * You can call this function between sounds, or while a sound is playing. The
- * effect is immediate.
+ * You can call this function between sounds, or while a sound is playing.
+ * However, a zero-duration change while a sound is playing may produce
+ * unpleasant clicks.
*
- * You can overdrive the volume of a channel by setting a volume greater than
- * 0x10000. However, this is not recommended; the library may be unable to
- * increase the volume past full, or the sound may become distorted. You should
- * always create sound resources with the maximum volume you will need, and then
- * call glk_schannel_set_volume() to reduce the volume when appropriate.
+ * At most one volume change can be occurring on a sound channel at any time.
+ * If you call this function while a previous volume change is in progress, the
+ * previous change is interrupted.
*
* Not all libraries support this function. You should test the
* %gestalt_SoundVolume selector before you rely on it; see <link
void
glk_schannel_set_volume(schanid_t chan, glui32 vol)
{
- VALID_SCHANNEL(chan, return);
- /* Silently ignore out-of-range volume values */
+ glk_schannel_set_volume_ext(chan, vol, 0, 0);
+}
+
+static double
+volume_glk_to_gstreamer(glui32 volume_glk)
+{
+ return CLAMP(((double)volume_glk / 0x10000), 0.0, 10.0);
+}
#ifdef GSTREAMER_SOUND
- double volume = volume_glk_to_gstreamer(vol);
- channel_set_volume_immediately(chan, volume, 0);
-#endif
+static gboolean
+volume_change_timeout(schanid_t chan)
+{
+ GTimeVal now;
+ g_get_current_time(&now);
+
+ if(now.tv_sec >= chan->target_time_sec && now.tv_usec >= chan->target_time_usec) {
+ /* We're done - make sure the volume is at the requested level */
+ g_object_set(chan->filter, "volume", chan->target_volume, NULL);
+
+ if(chan->volume_notify)
+ event_throw(chan->glk, evtype_VolumeNotify, NULL, 0, chan->volume_notify);
+
+ chan->volume_timer_id = 0;
+ return FALSE;
+ }
+
+ /* Calculate the appropriate step every time - a busy system may delay or
+ * drop timer ticks */
+ double time_left_msec = (chan->target_time_sec - now.tv_sec) * 1000.0
+ + (chan->target_time_usec - now.tv_usec) / 1000.0;
+ double steps_left = time_left_msec / VOLUME_TIMER_RESOLUTION;
+ double current_volume;
+ g_object_get(chan->filter, "volume", ¤t_volume, NULL);
+ double volume_step = (chan->target_volume - current_volume) / steps_left;
+
+ g_object_set(chan->filter, "volume", current_volume + volume_step, NULL);
+
+ return TRUE;
}
+#endif /* GSTREAMER_SOUND */
/**
* glk_schannel_set_volume_ext:
* @vol: Integer representing the volume; 0x10000 is 100%.
* @duration: Length of volume change in milliseconds, or 0 for immediate.
* @notify: If nonzero, requests a notification when the volume change finishes.
- *
- * [DRAFT SPEC]
- *
+ *
* Sets the volume in the channel, from 0 (silence) to 0x10000 (full volume).
* Again, you can overdrive the volume by setting a value greater than 0x10000,
* but this is not recommended.
* event with type #evtype_VolumeNotify. The window will be %NULL, @val1 will be
* zero, and @val2 will be the nonzero value you passed as @notify.
*
- * The glk_schannel_set_volume() does not include @duration and @notify values.
- * Both are assumed to be zero: immediate change, no notification.
- *
- * You can call these functions between sounds, or while a sound is playing.
+ * You can call this function between sounds, or while a sound is playing.
* However, a zero-duration change while a sound is playing may produce
* unpleasant clicks.
*
* At most one volume change can be occurring on a sound channel at any time. If
- * you call one of these functions while a previous volume change is in
- * progress, the previous change is interrupted. The beginning point of the new
- * volume change should be wherever the previous volume change was interrupted
- * (rather than the previous change's beginning or ending point).
+ * you call this function while a previous volume change is in progress, the
+ * previous change is interrupted. The beginning point of the new volume change
+ * should be wherever the previous volume change was interrupted (rather than
+ * the previous change's beginning or ending point).
*
* Not all libraries support these functions. You should test the appropriate
* gestalt selectors before you rely on them; see "Testing for Sound
{
VALID_SCHANNEL(chan, return);
/* Silently ignore out-of-range volume values */
-
-#ifdef GSTREAMER_SOUND
- double volume = volume_glk_to_gstreamer(vol);
- /* TODO: If channel is not playing, change the volume anyway */
+#ifdef GSTREAMER_SOUND
+ /* Interrupt a previous volume change */
+ if(chan->volume_timer_id > 0)
+ g_source_remove(chan->volume_timer_id);
+
+ double target_volume = volume_glk_to_gstreamer(vol);
if(duration == 0) {
- channel_set_volume_immediately(chan, volume, notify);
- return;
- }
+ g_object_set(chan->filter, "volume", target_volume, NULL);
- /* Get the volume levels as GValues */
- GValue current_volume = { 0 };
- GValue target_volume = { 0 };
- g_value_init(¤t_volume, G_TYPE_DOUBLE);
- g_value_init(&target_volume, G_TYPE_DOUBLE);
- g_object_get_property(G_OBJECT(chan->filter), "volume", ¤t_volume);
- g_value_set_double(&target_volume, volume);
-
- /* Make a controller for the volume */
- GstController *controller = gst_object_control_properties(G_OBJECT(chan->filter), "volume", NULL);
- if(controller == NULL) {
- WARNING(_("Couldn't get controller for volume change"));
- goto fail;
- }
- GstInterpolationControlSource *csource = gst_interpolation_control_source_new();
- gst_interpolation_control_source_set_interpolation_mode(csource, GST_INTERPOLATE_LINEAR);
- if(!gst_controller_set_control_source(controller, "volume", GST_CONTROL_SOURCE(csource))) {
- WARNING(_("Couldn't set control source for volume change"));
- goto fail;
- }
+ if(notify != 0)
+ event_throw(chan->glk, evtype_VolumeNotify, NULL, 0, notify);
- /* Get the current time on the pipeline */
- GstClock *clock = gst_pipeline_get_clock(GST_PIPELINE(chan->pipeline));
- GstClockTime current = gst_clock_get_time(clock);
- g_object_unref(clock);
-
- if(!gst_interpolation_control_source_set(csource, current, ¤t_volume)) {
- WARNING(_("Couldn't program volume change"));
- goto fail;
- }
- if(!gst_interpolation_control_source_set(csource, current + duration * GST_MSECOND, &target_volume)) {
- WARNING(_("Couldn't program volume change"));
- goto fail;
+ return;
}
- /* TODO: SET UP NOTIFICATION */
+ GTimeVal target_time;
+ g_get_current_time(&target_time);
+ g_time_val_add(&target_time, (long)duration * 1000);
- return;
+ chan->target_volume = target_volume;
+ chan->target_time_sec = target_time.tv_sec;
+ chan->target_time_usec = target_time.tv_usec;
+ chan->volume_notify = notify;
-fail:
- /* Changing the volume dynamically didn't work; just do it immediately. */
- channel_set_volume_immediately(chan, volume, notify);
+ /* Set up a timer for the volume */
+ chan->volume_timer_id = g_timeout_add(VOLUME_TIMER_RESOLUTION, (GSourceFunc)volume_change_timeout, chan);
#endif
}