X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;f=libchimara%2Fschannel.c;h=617adc19eb90b46736ecf817468beadf7db6c80b;hb=90090906ff9ca843e5dac0d26342f5bf85bab4f2;hp=d176d7d87caf7ef04aa878340aea32943863b2a1;hpb=1517709438931d163e561b67991af15ec1d358c5;p=projects%2Fchimara%2Fchimara.git diff --git a/libchimara/schannel.c b/libchimara/schannel.c index d176d7d..617adc1 100644 --- a/libchimara/schannel.c +++ b/libchimara/schannel.c @@ -172,6 +172,23 @@ finally: * 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. + * + * + * 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. + * + * * Returns: A new sound channel, or %NULL. */ schanid_t @@ -185,11 +202,14 @@ glk_schannel_create(glui32 rock) * @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 Testing for Sound + * Capabilities. + * * Returns: A new sound channel, or %NULL. */ schanid_t @@ -402,9 +422,14 @@ glk_schannel_play(schanid_t chan, glui32 snd) * 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 Testing for Sound * Capabilities. + * + * 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. */ @@ -482,8 +507,6 @@ glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify) * @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 @@ -496,6 +519,11 @@ glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify) * a number from 0 to @soundcount.) * * + * 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. + * + * * 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. @@ -610,9 +638,7 @@ glk_schannel_stop(schanid_t chan) /** * 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. * @@ -649,11 +675,16 @@ glk_schannel_pause(schanid_t chan) /** * 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. + * + * + * 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. + * */ void glk_schannel_unpause(schanid_t chan) @@ -685,19 +716,20 @@ glk_schannel_unpause(schanid_t chan) * @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. * - * You can call this function between sounds, or while a sound is playing. The - * effect is immediate. + * 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. + * 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