X-Git-Url: https://git.stderr.nl/gitweb?a=blobdiff_plain;f=libchimara%2Fschannel.c;h=d93101f1ef543fe082e968cd805cf14286188573;hb=35175d59d5b8cae0e5efcb6596d638bc53ab2a1c;hp=918dbfa871937bba77b5bc33c756cf01a7bea81f;hpb=e30890ee1f3597bc0c63729bbcdd80076d7d78dc;p=projects%2Fchimara%2Fchimara.git diff --git a/libchimara/schannel.c b/libchimara/schannel.c index 918dbfa..d93101f 100644 --- a/libchimara/schannel.c +++ b/libchimara/schannel.c @@ -1,51 +1,295 @@ +#include #include #include +#ifdef GSTREAMER_SOUND +#include +#endif +#include "magic.h" +#include "schannel.h" +#include "chimara-glk-private.h" +#include "gi_dispa.h" +extern GPrivate *glk_data_key; + +/** + * glk_schannel_create: + * @rock: The rock value to give the new sound channel. + * + * This creates a sound channel, about as you'd expect. + * + * 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. + * + * Returns: A new sound channel, or %NULL. + */ schanid_t glk_schannel_create(glui32 rock) { +#ifdef GSTREAMER_SOUND + ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); + + schanid_t s = g_new0(struct glk_schannel_struct, 1); + s->magic = MAGIC_SCHANNEL; + s->rock = rock; + if(glk_data->register_obj) + s->disprock = (*glk_data->register_obj)(s, gidisp_Class_Schannel); + + /* Add it to the global sound channel list */ + glk_data->schannel_list = g_list_prepend(glk_data->schannel_list, s); + s->schannel_list = glk_data->schannel_list; + + /* Create a GStreamer pipeline for the sound channel */ + gchar *pipeline_name = g_strdup_printf("pipeline-%p", s); + s->pipeline = gst_pipeline_new(pipeline_name); + g_free(pipeline_name); + + /* Create GStreamer elements to put in the pipeline */ + s->source = gst_element_factory_make("filesrc", NULL); + s->filter = gst_element_factory_make("identity", NULL); + s->sink = gst_element_factory_make("autoaudiosink", NULL); + if(!s->source || !s->filter || !s->sink) { + WARNING("Could not create one or more GStreamer elements"); + goto fail; + } + + gst_bin_add_many(GST_BIN(s->pipeline), s->source, s->filter, s->sink, NULL); + if(!gst_element_link_many(s->source, s->filter, s->sink, NULL)) { + WARNING("Could not link GStreamer elements"); + goto fail; + } + + return s; + +fail: + glk_schannel_destroy(s); + return NULL; +#else return NULL; +#endif /* GSTREAMER_SOUND */ } +/** + * glk_schannel_destroy: + * @chan: The sound channel to destroy. + * + * Destroys the channel. If the channel is playing a sound, the sound stops + * immediately (with no notification event). + */ void glk_schannel_destroy(schanid_t chan) { + VALID_SCHANNEL(chan, return); + +#ifdef GSTREAMER_SOUND + ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key); + + glk_data->schannel_list = g_list_delete_link(glk_data->schannel_list, chan->schannel_list); + + if(glk_data->unregister_obj) + { + (*glk_data->unregister_obj)(chan, gidisp_Class_Schannel, chan->disprock); + chan->disprock.ptr = NULL; + } + + if(chan->pipeline) + gst_object_unref(chan->pipeline); + + chan->magic = MAGIC_FREE; + g_free(chan); +#endif } +/** + * glk_schannel_iterate: + * @chan: A sound channel, or %NULL. + * @rockptr: Return location for the next sound channel's rock, or %NULL. + * + * This function can be used to iterate through the list of all open channels. + * See Iterating + * Through Opaque Objects. + * + * As that section describes, the order in which channels are returned is + * arbitrary. + * + * Returns: the next sound channel, or %NULL if there are no more. + */ schanid_t 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); + GList *retnode; + + if(chan == NULL) + retnode = glk_data->schannel_list; + else + retnode = chan->schannel_list->next; + schanid_t retval = retnode? (schanid_t)retnode->data : NULL; + + /* Store the sound channel's rock in rockptr */ + if(retval && rockptr) + *rockptr = glk_schannel_get_rock(retval); + + return retval; +#else return NULL; +#endif /* GSTREAMER_SOUND */ } +/** + * glk_schannel_get_rock: + * @chan: A sound channel. + * + * Retrieves the channel's rock value. See Rocks. + * + * Returns: A rock value. + */ glui32 glk_schannel_get_rock(schanid_t chan) { - return 0; + VALID_SCHANNEL(chan, return 0); + return chan->rock; } +/** + * glk_schannel_play: + * @chan: Channel to play the sound in. + * @snd: Resource number of the sound to play. + * + * Begins playing the given sound on the channel. If the channel was already + * playing a sound (even the same one), the old sound is stopped (with no + * notification event. + * + * This returns 1 if the sound actually started playing, and 0 if there was any + * problem. + * + * The most obvious problem is if there is no sound resource with the given + * identifier. But other problems can occur. For example, the MOD-playing + * facility in a library might be unable to handle two MODs at the same time, + * in which case playing a MOD resource would fail if one was already playing. + * + * + * This function is not implemented yet. + * + * Returns: 1 on success, 0 on failure. + */ glui32 glk_schannel_play(schanid_t chan, glui32 snd) { - return 0; + return glk_schannel_play_ext(chan, snd, 1, 0); } +/** + * glk_schannel_play_ext: + * @chan: Channel to play the sound in. + * @snd: Resource number of the sound to play. + * @repeats: Number of times to repeat the sound. + * @notify: If nonzero, requests a notification when the sound is finished. + * + * This works the same as glk_schannel_play(), but lets you specify additional + * options. glk_schannel_play(chan, snd) is exactly equivalent to + * glk_schannel_play_ext(chan, snd, 1, 0). + * + * The @repeats value is the number of times the sound should be repeated. A + * repeat value of -1 (or rather 0xFFFFFFFF) means that the sound should repeat + * forever. A repeat value of 0 means that the sound will not be played at all; + * nothing happens. (Although a previous sound on the channel will be stopped, + * and the function will return 1.) + * + * The @notify value should be nonzero in order to request a sound notification + * event. If you do this, when the sound is completed, you will get an event + * with type %evtype_SoundNotify. The @window will be %NULL, @val1 will be the + * sound's resource id, and @val2 will be the nonzero value you passed as + * @notify. + * + * If you request sound notification, and the repeat value is greater than one, + * you will get the event only after the last repetition. If the repeat value is + * 0 or -1, you will never get a notification event at all. Similarly, if the + * sound is stopped or interrupted, or if the channel is destroyed while the + * 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. + * + * This function is not implemented yet. + * + * Returns: 1 on success, 0 on failure. + */ glui32 glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify) { + VALID_SCHANNEL(chan, return 0); return 0; } +/** + * glk_schannel_stop: + * @chan: Channel to silence. + * + * Stops any sound playing in the channel. No notification event is generated, + * even if you requested one. If no sound is playing, this has no effect. + * + * This function is not implemented yet. + */ void glk_schannel_stop(schanid_t chan) { + VALID_SCHANNEL(chan, return); } +/** + * 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. + * + * You can call this function between sounds, or while a sound is playing. The + * effect is immediate. + * + * 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. + * + * Not all libraries support this function. You should test the + * %gestalt_SoundVolume selector before you rely on it; see Testing for Sound + * Capabilities. + * + * This function is not implemented yet. + */ void glk_schannel_set_volume(schanid_t chan, glui32 vol) { + VALID_SCHANNEL(chan, return); } -void glk_sound_load_hint(glui32 snd, glui32 flag) +/** + * glk_sound_load_hint: + * @snd: Resource number of a sound. + * @flag: Nonzero to tell the library to load the sound, zero to tell the + * library to unload it. + * + * This gives the library a hint about whether the given sound should be loaded + * or not. If the @flag is nonzero, the library may preload the sound or do + * other initialization, so that glk_schannel_play() will be faster. If the + * @flag is zero, the library may release memory or other resources associated + * with the sound. Calling this function is always optional, and it has no + * effect on what the library actually plays. + * + * This function is not implemented yet. + */ +void +glk_sound_load_hint(glui32 snd, glui32 flag) { }