X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;f=libchimara%2Fschannel.c;h=617adc19eb90b46736ecf817468beadf7db6c80b;hb=ed91d840318ed6ebfe3a5a77fa17114ddbf56640;hp=a4935a923278e601f6263618e8ed42128b961181;hpb=f33fc94053b392178e9cec7cb6bd7152129863cb;p=projects%2Fchimara%2Fchimara.git
diff --git a/libchimara/schannel.c b/libchimara/schannel.c
index a4935a9..617adc1 100644
--- a/libchimara/schannel.c
+++ b/libchimara/schannel.c
@@ -13,6 +13,8 @@
#include "resource.h"
#include "event.h"
+#define VOLUME_TIMER_RESOLUTION 1.0 /* In milliseconds */
+
extern GPrivate *glk_data_key;
#ifdef GSTREAMER_SOUND
@@ -170,6 +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
@@ -183,11 +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
@@ -400,9 +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.
*/
@@ -410,7 +437,6 @@ glui32
glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify)
{
VALID_SCHANNEL(chan, return 0);
- g_printerr("Play sound %d with repeats %d and notify %d\n", snd, repeats, notify);
#ifdef GSTREAMER_SOUND
ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
GInputStream *stream;
@@ -476,13 +502,11 @@ glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify)
/**
* glk_schannel_play_multi:
- * @chanarray:
- * @chancount:
- * @sndarray:
- * @soundcount:
- * @notify:
- *
- * [DRAFT SPEC]
+ * @chanarray: Array of #schanid_t structures.
+ * @chancount: Length of @chanarray.
+ * @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.
*
* 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
@@ -495,6 +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.
@@ -506,15 +535,88 @@ 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);
+ 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");
+
+#ifdef GSTREAMER_SOUND
+ ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
+ GInputStream *stream;
+
+ if(!glk_data->resource_map && !glk_data->resource_load_callback) {
+ WARNING(_("No resource map has been loaded yet."));
+ return 0;
+ }
+
+ /* We keep an array of sounds to skip if any of them have errors */
+ gboolean *skiparray = g_new0(gboolean, chancount);
+
+ /* Set up all the channels one by one */
+ for(count = 0; count < chancount; count++) {
+ /* Stop the previous sound */
+ clean_up_after_playing_sound(chanarray[count]);
+
+ /* Load the sound into a GInputStream, by whatever method */
+ if(!glk_data->resource_map) {
+ gchar *filename = glk_data->resource_load_callback(CHIMARA_RESOURCE_SOUND, sndarray[count], glk_data->resource_load_callback_data);
+ if(!filename) {
+ WARNING(_("Error loading resource from alternative location."));
+ skiparray[count] = TRUE;
+ continue;
+ }
+
+ GError *err = NULL;
+ GFile *file = g_file_new_for_path(filename);
+ stream = G_INPUT_STREAM(g_file_read(file, NULL, &err));
+ if(!stream) {
+ IO_WARNING(_("Error loading resource from file"), filename, err->message);
+ g_free(filename);
+ g_object_unref(file);
+ skiparray[count] = TRUE;
+ continue;
+ }
+ g_free(filename);
+ g_object_unref(file);
+ } else {
+ giblorb_result_t resource;
+ giblorb_err_t result = giblorb_load_resource(glk_data->resource_map, giblorb_method_Memory, &resource, giblorb_ID_Snd, sndarray[count]);
+ if(result != giblorb_err_None) {
+ WARNING_S( _("Error loading resource"), giblorb_get_error_message(result) );
+ skiparray[count] = TRUE;
+ continue;
+ }
+ stream = g_memory_input_stream_new_from_data(resource.data.ptr, resource.length, NULL);
+ }
+
+ 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. */
+ /* FIXME: Is there a way to start them exactly at the same time? */
+ glui32 successes = 0;
+ for(count = 0; count < chancount; count++) {
+ if(skiparray[count])
+ continue;
+ /* Play the sound; unless the channel is paused, then pause it instead */
+ 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;
+ continue;
+ }
+ successes++;
+ }
+ g_free(skiparray);
+ return successes;
+#else
return 0;
+#endif
}
/**
@@ -536,9 +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.
*
@@ -575,11 +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)
@@ -611,19 +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.
+ *
+ * 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 = 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:
* @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.
@@ -662,20 +805,17 @@ glk_schannel_set_volume(schanid_t chan, glui32 vol)
* 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 thse functions. You should test the appropriate
+ * Not all libraries support these functions. You should test the appropriate
* gestalt selectors before you rely on them; see "Testing for Sound
* Capabilities".
*/
@@ -684,13 +824,35 @@ glk_schannel_set_volume_ext(schanid_t chan, glui32 vol, glui32 duration, glui32
{
VALID_SCHANNEL(chan, return);
/* Silently ignore out-of-range volume values */
-
+
#ifdef GSTREAMER_SOUND
- gdouble volume_gst = (gdouble)vol / 0x10000;
- g_object_set(chan->filter, "volume", CLAMP(volume_gst, 0.0, 10.0), NULL);
-#endif
+ /* 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);
- /* Not implemented */
+ if(duration == 0) {
+ g_object_set(chan->filter, "volume", target_volume, NULL);
+
+ if(notify != 0)
+ event_throw(chan->glk, evtype_VolumeNotify, NULL, 0, notify);
+
+ return;
+ }
+
+ GTimeVal target_time;
+ g_get_current_time(&target_time);
+ g_time_val_add(&target_time, (long)duration * 1000);
+
+ 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;
+
+ /* Set up a timer for the volume */
+ chan->volume_timer_id = g_timeout_add(VOLUME_TIMER_RESOLUTION, (GSourceFunc)volume_change_timeout, chan);
+#endif
}
/**