X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;f=libchimara%2Fschannel.c;h=373a9afa65aa9aa3a3e54b7ea733b25dbe827817;hb=88bd3ce92004750c2689537cf1fa9a8211ad9189;hp=637ec96d2376721dc6ffd7a1dac563bd6b522456;hpb=502f8b7c14ad789df8d3e02faf4a635a67dd9bb4;p=projects%2Fchimara%2Fchimara.git diff --git a/libchimara/schannel.c b/libchimara/schannel.c index 637ec96..373a9af 100644 --- a/libchimara/schannel.c +++ b/libchimara/schannel.c @@ -1,6 +1,6 @@ #include #include -#include +#include #include #ifdef GSTREAMER_SOUND #include @@ -174,6 +174,24 @@ finally: */ schanid_t glk_schannel_create(glui32 rock) +{ + return glk_schannel_create_ext(rock, 0x10000); +} + +/** + * glk_schannel_create_ext: + * @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. + * + * Returns: A new sound channel, or %NULL. + */ +schanid_t +glk_schannel_create_ext(glui32 rock, glui32 volume) { #ifdef GSTREAMER_SOUND ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); @@ -213,6 +231,9 @@ glk_schannel_create(glui32 rock) goto fail; } + /* Set the initial volume */ + glk_schannel_set_volume(s, volume); + /* 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); @@ -452,6 +473,49 @@ glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify) #endif } +/** + * glk_schannel_play_multi: + * @chanarray: + * @chancount: + * @sndarray: + * @soundcount: + * @notify: + * + * [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 + * given as two arrays, which must be the same length. The @notify argument + * applies to all the sounds; the repeats value for all the sounds is 1. + * + * All the sounds will begin at exactly the same time. + * + * This returns the number of sounds that began playing correctly. (This will be + * a number from 0 to @soundcount.) + * + * + * 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. + * + * + * Returns: The number of sounds that started playing correctly. + */ +glui32 +glk_schannel_play_multi(schanid_t *chanarray, glui32 chancount, glui32 *sndarray, glui32 soundcount, glui32 notify) +{ + g_return_val_if_fail(chancount == soundcount, 0); + g_return_val_if_fail(chanarray == NULL && chancount != 0, 0); + g_return_val_if_fail(sndarray == NULL && soundcount != 0, 0); + + int count; + for(count = 0; count < chancount; count++) + VALID_SCHANNEL(chanarray[count], return 0); + + g_warning("Not implemented"); + return 0; +} + /** * glk_schannel_stop: * @chan: Channel to silence. @@ -468,6 +532,74 @@ glk_schannel_stop(schanid_t chan) #endif } +/** + * 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. + * + * New sounds started in a paused channel are paused immediately. + * + * A volume change in progress is not paused, and may + * proceed to completion, generating a notification if appropriate. + */ +void +glk_schannel_pause(schanid_t chan) +{ + VALID_SCHANNEL(chan, return); + + if(chan->paused) + return; /* Silently do nothing */ + GstState state; + if(gst_element_get_state(chan->pipeline, &state, NULL, GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) { + WARNING(_("Could not get GstElement state")); + return; + } + if(state != GST_STATE_PLAYING) + return; /* Silently do nothing if no sound is playing */ + + if(!gst_element_set_state(chan->pipeline, GST_STATE_PAUSED)) { + WARNING_S(_("Could not set GstElement state to"), "PAUSED"); + return; + } + chan->paused = TRUE; +} + +/** + * 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. + */ +void +glk_schannel_unpause(schanid_t chan) +{ + VALID_SCHANNEL(chan, return); + + if(!chan->paused) + return; /* Silently do nothing */ + + GstState state; + if(gst_element_get_state(chan->pipeline, &state, NULL, GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) { + WARNING(_("Could not get GstElement state")); + return; + } + if(state != GST_STATE_PAUSED) + return; /* Silently do nothing */ + + if(!gst_element_set_state(chan->pipeline, GST_STATE_PLAYING)) { + WARNING_S(_("Could not set GstElement state to"), "PLAYING"); + return; + } + chan->paused = FALSE; +} + /** * glk_schannel_set_volume: * @chan: Channel to set the volume of. @@ -499,13 +631,60 @@ glk_schannel_stop(schanid_t chan) */ void glk_schannel_set_volume(schanid_t chan, glui32 vol) +{ + glk_schannel_set_volume_ext(chan, vol, 0, 0); +} + +/** + * glk_schannel_set_volume_ext: + * @chan: Channel to set the volume of. + * @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. + * + * If the @duration is zero, the change is immediate. Otherwise, the change + * begins immediately, and occurs smoothly over the next @duration milliseconds. + * + * The @notify value should be nonzero in order to request a volume notification + * event. If you do this, when the volume change is completed, you will get an + * 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. + * 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). + * + * Not all libraries support thse functions. You should test the appropriate + * gestalt selectors before you rely on them; see "Testing for Sound + * Capabilities". + */ +void +glk_schannel_set_volume_ext(schanid_t chan, glui32 vol, glui32 duration, glui32 notify) { VALID_SCHANNEL(chan, return); + /* Silently ignore out-of-range volume values */ + #ifdef GSTREAMER_SOUND gdouble volume_gst = (gdouble)vol / 0x10000; - g_printerr("Volume set to: %f\n", volume_gst); g_object_set(chan->filter, "volume", CLAMP(volume_gst, 0.0, 10.0), NULL); #endif + + /* Not implemented */ } /**