X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;f=libchimara%2Fschannel.c;h=b64470db222addbcf9a30c9595f9309676e1ce14;hb=1e0dc5378f314f555e3b923c6d95f5017abd528b;hp=d176d7d87caf7ef04aa878340aea32943863b2a1;hpb=8f5765dbc7691ac4b6b68b65ba40e7d815507c3a;p=projects%2Fchimara%2Fchimara.git diff --git a/libchimara/schannel.c b/libchimara/schannel.c index d176d7d..b64470d 100644 --- a/libchimara/schannel.c +++ b/libchimara/schannel.c @@ -15,7 +15,7 @@ #define VOLUME_TIMER_RESOLUTION 1.0 /* In milliseconds */ -extern GPrivate *glk_data_key; +extern GPrivate glk_data_key; #ifdef GSTREAMER_SOUND /* Stop any currently playing sound on this channel, and remove any @@ -25,6 +25,11 @@ clean_up_after_playing_sound(schanid_t chan) { 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); @@ -172,6 +177,23 @@ 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 @@ -185,18 +207,21 @@ 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 glk_schannel_create_ext(glui32 rock, glui32 volume) { #ifdef GSTREAMER_SOUND - ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); + ChimaraGlkPrivate *glk_data = g_private_get(&glk_data_key); schanid_t s = g_new0(struct glk_schannel_struct, 1); s->magic = MAGIC_SCHANNEL; @@ -223,12 +248,11 @@ glk_schannel_create_ext(glui32 rock, glui32 volume) 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; } @@ -238,9 +262,10 @@ glk_schannel_create_ext(glui32 rock, glui32 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); - /* 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; } @@ -269,7 +294,7 @@ glk_schannel_destroy(schanid_t chan) VALID_SCHANNEL(chan, return); #ifdef GSTREAMER_SOUND - ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); + ChimaraGlkPrivate *glk_data = g_private_get(&glk_data_key); if(!gst_element_set_state(chan->pipeline, GST_STATE_NULL)) WARNING_S(_("Could not set GstElement state to"), "NULL"); @@ -311,7 +336,7 @@ glk_schannel_iterate(schanid_t chan, glui32 *rockptr) VALID_SCHANNEL_OR_NULL(chan, return NULL); #ifdef GSTREAMER_SOUND - ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); + ChimaraGlkPrivate *glk_data = g_private_get(&glk_data_key); GList *retnode; if(chan == NULL) @@ -402,9 +427,14 @@ 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. */ @@ -413,7 +443,7 @@ glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify) { VALID_SCHANNEL(chan, return 0); #ifdef GSTREAMER_SOUND - ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); + ChimaraGlkPrivate *glk_data = g_private_get(&glk_data_key); GInputStream *stream; /* Stop the previous sound */ @@ -458,15 +488,24 @@ glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify) 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; @@ -482,8 +521,6 @@ 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 +533,11 @@ 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. @@ -515,7 +557,7 @@ glk_schannel_play_multi(schanid_t *chanarray, glui32 chancount, glui32 *sndarray VALID_SCHANNEL(chanarray[count], return 0); #ifdef GSTREAMER_SOUND - ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); + ChimaraGlkPrivate *glk_data = g_private_get(&glk_data_key); GInputStream *stream; if(!glk_data->resource_map && !glk_data->resource_load_callback) { @@ -563,11 +605,18 @@ glk_schannel_play_multi(schanid_t *chanarray, glui32 chancount, glui32 *sndarray 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. */ @@ -580,6 +629,7 @@ glk_schannel_play_multi(schanid_t *chanarray, glui32 chancount, glui32 *sndarray 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++; @@ -610,9 +660,7 @@ 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 +697,16 @@ 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 +738,20 @@ 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