3 #include <glib/gi18n.h>
4 #include <libchimara/glk.h>
10 #include "chimara-glk-private.h"
13 extern GPrivate *glk_data_key;
16 * glk_schannel_create:
17 * @rock: The rock value to give the new sound channel.
19 * This creates a sound channel, about as you'd expect.
21 * Remember that it is possible that the library will be unable to create a new
22 * channel, in which case glk_schannel_create() will return %NULL.
24 * Returns: A new sound channel, or %NULL.
27 glk_schannel_create(glui32 rock)
29 #ifdef GSTREAMER_SOUND
30 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
32 schanid_t s = g_new0(struct glk_schannel_struct, 1);
33 s->magic = MAGIC_SCHANNEL;
35 if(glk_data->register_obj)
36 s->disprock = (*glk_data->register_obj)(s, gidisp_Class_Schannel);
38 /* Add it to the global sound channel list */
39 glk_data->schannel_list = g_list_prepend(glk_data->schannel_list, s);
40 s->schannel_list = glk_data->schannel_list;
42 /* Create a GStreamer pipeline for the sound channel */
43 gchar *pipeline_name = g_strdup_printf("pipeline-%p", s);
44 s->pipeline = gst_pipeline_new(pipeline_name);
45 g_free(pipeline_name);
47 /* Create GStreamer elements to put in the pipeline */
48 s->source = gst_element_factory_make("audiotestsrc", NULL);
49 s->filter = gst_element_factory_make("volume", NULL);
50 s->sink = gst_element_factory_make("autoaudiosink", NULL);
51 if(!s->source || !s->filter || !s->sink) {
52 WARNING("Could not create one or more GStreamer elements");
56 gst_bin_add_many(GST_BIN(s->pipeline), s->source, s->filter, s->sink, NULL);
57 if(!gst_element_link_many(s->source, s->filter, s->sink, NULL)) {
58 WARNING("Could not link GStreamer elements");
65 glk_schannel_destroy(s);
69 #endif /* GSTREAMER_SOUND */
73 * glk_schannel_destroy:
74 * @chan: The sound channel to destroy.
76 * Destroys the channel. If the channel is playing a sound, the sound stops
77 * immediately (with no notification event).
80 glk_schannel_destroy(schanid_t chan)
82 VALID_SCHANNEL(chan, return);
84 #ifdef GSTREAMER_SOUND
85 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
87 if(!gst_element_set_state(chan->pipeline, GST_STATE_NULL))
88 WARNING_S(_("Could not set GstElement state to"), "NULL");
90 glk_data->schannel_list = g_list_delete_link(glk_data->schannel_list, chan->schannel_list);
92 if(glk_data->unregister_obj)
94 (*glk_data->unregister_obj)(chan, gidisp_Class_Schannel, chan->disprock);
95 chan->disprock.ptr = NULL;
99 gst_object_unref(chan->pipeline);
101 chan->magic = MAGIC_FREE;
107 * glk_schannel_iterate:
108 * @chan: A sound channel, or %NULL.
109 * @rockptr: Return location for the next sound channel's rock, or %NULL.
111 * This function can be used to iterate through the list of all open channels.
112 * See <link linkend="chimara-Iterating-Through-Opaque-Objects">Iterating
113 * Through Opaque Objects</link>.
115 * As that section describes, the order in which channels are returned is
118 * Returns: the next sound channel, or %NULL if there are no more.
121 glk_schannel_iterate(schanid_t chan, glui32 *rockptr)
123 VALID_SCHANNEL_OR_NULL(chan, return NULL);
125 #ifdef GSTREAMER_SOUND
126 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
130 retnode = glk_data->schannel_list;
132 retnode = chan->schannel_list->next;
133 schanid_t retval = retnode? (schanid_t)retnode->data : NULL;
135 /* Store the sound channel's rock in rockptr */
136 if(retval && rockptr)
137 *rockptr = glk_schannel_get_rock(retval);
142 #endif /* GSTREAMER_SOUND */
146 * glk_schannel_get_rock:
147 * @chan: A sound channel.
149 * Retrieves the channel's rock value. See <link
150 * linkend="chimara-Rocks">Rocks</link>.
152 * Returns: A rock value.
155 glk_schannel_get_rock(schanid_t chan)
157 VALID_SCHANNEL(chan, return 0);
163 * @chan: Channel to play the sound in.
164 * @snd: Resource number of the sound to play.
166 * Begins playing the given sound on the channel. If the channel was already
167 * playing a sound (even the same one), the old sound is stopped (with no
168 * notification event.
170 * This returns 1 if the sound actually started playing, and 0 if there was any
173 * The most obvious problem is if there is no sound resource with the given
174 * identifier. But other problems can occur. For example, the MOD-playing
175 * facility in a library might be unable to handle two MODs at the same time,
176 * in which case playing a MOD resource would fail if one was already playing.
179 * Returns: 1 on success, 0 on failure.
182 glk_schannel_play(schanid_t chan, glui32 snd)
184 return glk_schannel_play_ext(chan, snd, 1, 0);
188 * glk_schannel_play_ext:
189 * @chan: Channel to play the sound in.
190 * @snd: Resource number of the sound to play.
191 * @repeats: Number of times to repeat the sound.
192 * @notify: If nonzero, requests a notification when the sound is finished.
194 * This works the same as glk_schannel_play(), but lets you specify additional
195 * options. <code>glk_schannel_play(chan, snd)</code> is exactly equivalent to
196 * <code>glk_schannel_play_ext(chan, snd, 1, 0)</code>.
198 * The @repeats value is the number of times the sound should be repeated. A
199 * repeat value of -1 (or rather 0xFFFFFFFF) means that the sound should repeat
200 * forever. A repeat value of 0 means that the sound will not be played at all;
201 * nothing happens. (Although a previous sound on the channel will be stopped,
202 * and the function will return 1.)
204 * The @notify value should be nonzero in order to request a sound notification
205 * event. If you do this, when the sound is completed, you will get an event
206 * with type %evtype_SoundNotify. The @window will be %NULL, @val1 will be the
207 * sound's resource id, and @val2 will be the nonzero value you passed as
210 * If you request sound notification, and the repeat value is greater than one,
211 * you will get the event only after the last repetition. If the repeat value is
212 * 0 or -1, you will never get a notification event at all. Similarly, if the
213 * sound is stopped or interrupted, or if the channel is destroyed while the
214 * sound is playing, there will be no notification event.
216 * Not all libraries support sound notification. You should test the
217 * %gestalt_SoundNotify selector before you rely on it; see <link
218 * linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
219 * Capabilities</link>.
221 * Returns: 1 on success, 0 on failure.
224 glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify)
226 VALID_SCHANNEL(chan, return 0);
227 #ifdef GSTREAMER_SOUND
228 if(!gst_element_set_state(chan->pipeline, GST_STATE_PLAYING)) {
229 WARNING_S(_("Could not set GstElement state to"), "PLAYING");
240 * @chan: Channel to silence.
242 * Stops any sound playing in the channel. No notification event is generated,
243 * even if you requested one. If no sound is playing, this has no effect.
246 glk_schannel_stop(schanid_t chan)
248 VALID_SCHANNEL(chan, return);
249 #ifdef GSTREAMER_SOUND
250 if(!gst_element_set_state(chan->pipeline, GST_STATE_READY))
251 WARNING_S(_("Could not set GstElement state to"), "READY");
256 * glk_schannel_set_volume:
257 * @chan: Channel to set the volume of.
258 * @vol: Integer representing the volume; 0x10000 is 100%.
260 * Sets the volume in the channel. When you create a channel, it has full
261 * volume, represented by the value 0x10000. Half volume would be 0x8000,
262 * three-quarters volume would be 0xC000, and so on. A volume of zero represents
263 * silence, although the sound is still considered to be playing.
265 * You can call this function between sounds, or while a sound is playing. The
266 * effect is immediate.
268 * You can overdrive the volume of a channel by setting a volume greater than
269 * 0x10000. However, this is not recommended; the library may be unable to
270 * increase the volume past full, or the sound may become distorted. You should
271 * always create sound resources with the maximum volume you will need, and then
272 * call glk_schannel_set_volume() to reduce the volume when appropriate.
274 * Not all libraries support this function. You should test the
275 * %gestalt_SoundVolume selector before you rely on it; see <link
276 * linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
277 * Capabilities</link>.
279 * <note><title>Chimara</title>
280 * <para>Chimara supports volumes from 0 to 1000%, that is, values of
281 * @vol up to 0xA0000.</para>
285 glk_schannel_set_volume(schanid_t chan, glui32 vol)
287 VALID_SCHANNEL(chan, return);
288 #ifdef GSTREAMER_SOUND
289 gdouble volume_gst = (gdouble)vol / 0x10000;
290 g_printerr("Volume set to: %f\n", volume_gst);
291 g_object_set(chan->filter, "volume", CLAMP(volume_gst, 0.0, 10.0), NULL);
296 * glk_sound_load_hint:
297 * @snd: Resource number of a sound.
298 * @flag: Nonzero to tell the library to load the sound, zero to tell the
299 * library to unload it.
301 * This gives the library a hint about whether the given sound should be loaded
302 * or not. If the @flag is nonzero, the library may preload the sound or do
303 * other initialization, so that glk_schannel_play() will be faster. If the
304 * @flag is zero, the library may release memory or other resources associated
305 * with the sound. Calling this function is always optional, and it has no
306 * effect on what the library actually plays.
308 * <warning><para>This function is not implemented yet.</para></warning>
311 glk_sound_load_hint(glui32 snd, glui32 flag)