3 #include <libchimara/glk.h>
9 #include "chimara-glk-private.h"
12 extern GPrivate *glk_data_key;
15 * glk_schannel_create:
16 * @rock: The rock value to give the new sound channel.
18 * This creates a sound channel, about as you'd expect.
20 * Remember that it is possible that the library will be unable to create a new
21 * channel, in which case glk_schannel_create() will return %NULL.
23 * Returns: A new sound channel, or %NULL.
26 glk_schannel_create(glui32 rock)
28 #ifdef GSTREAMER_SOUND
29 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
31 schanid_t s = g_new0(struct glk_schannel_struct, 1);
32 s->magic = MAGIC_SCHANNEL;
34 if(glk_data->register_obj)
35 s->disprock = (*glk_data->register_obj)(s, gidisp_Class_Schannel);
37 /* Add it to the global sound channel list */
38 glk_data->schannel_list = g_list_prepend(glk_data->schannel_list, s);
39 s->schannel_list = glk_data->schannel_list;
41 /* Create a GStreamer pipeline for the sound channel */
42 gchar *pipeline_name = g_strdup_printf("pipeline-%p", s);
43 s->pipeline = gst_pipeline_new(pipeline_name);
44 g_free(pipeline_name);
46 /* Create GStreamer elements to put in the pipeline */
47 s->source = gst_element_factory_make("filesrc", NULL);
48 s->filter = gst_element_factory_make("identity", NULL);
49 s->sink = gst_element_factory_make("autoaudiosink", NULL);
50 if(!s->source || !s->filter || !s->sink) {
51 WARNING("Could not create one or more GStreamer elements");
55 gst_bin_add_many(GST_BIN(s->pipeline), s->source, s->filter, s->sink, NULL);
56 if(!gst_element_link_many(s->source, s->filter, s->sink, NULL)) {
57 WARNING("Could not link GStreamer elements");
64 glk_schannel_destroy(s);
68 #endif /* GSTREAMER_SOUND */
72 * glk_schannel_destroy:
73 * @chan: The sound channel to destroy.
75 * Destroys the channel. If the channel is playing a sound, the sound stops
76 * immediately (with no notification event).
79 glk_schannel_destroy(schanid_t chan)
81 VALID_SCHANNEL(chan, return);
83 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
85 glk_data->schannel_list = g_list_delete_link(glk_data->schannel_list, chan->schannel_list);
87 if(glk_data->unregister_obj)
89 (*glk_data->unregister_obj)(chan, gidisp_Class_Schannel, chan->disprock);
90 chan->disprock.ptr = NULL;
94 g_object_unref(chan->pipeline);
96 chan->magic = MAGIC_FREE;
101 * glk_schannel_iterate:
102 * @chan: A sound channel, or %NULL.
103 * @rockptr: Return location for the next sound channel's rock, or %NULL.
105 * This function can be used to iterate through the list of all open channels.
106 * See <link linkend="chimara-Iterating-Through-Opaque-Objects">Iterating
107 * Through Opaque Objects</link>.
109 * As that section describes, the order in which channels are returned is
112 * Returns: the next sound channel, or %NULL if there are no more.
115 glk_schannel_iterate(schanid_t chan, glui32 *rockptr)
117 VALID_SCHANNEL_OR_NULL(chan, return NULL);
119 ChimaraGlkPrivate *glk_data = g_private_get(glk_data_key);
123 retnode = glk_data->schannel_list;
125 retnode = chan->schannel_list->next;
126 schanid_t retval = retnode? (schanid_t)retnode->data : NULL;
128 /* Store the sound channel's rock in rockptr */
129 if(retval && rockptr)
130 *rockptr = glk_schannel_get_rock(retval);
136 * glk_schannel_get_rock:
137 * @chan: A sound channel.
139 * Retrieves the channel's rock value. See <link
140 * linkend="chimara-Rocks">Rocks</link>.
142 * Returns: A rock value.
145 glk_schannel_get_rock(schanid_t chan)
147 VALID_SCHANNEL(chan, return 0);
153 * @chan: Channel to play the sound in.
154 * @snd: Resource number of the sound to play.
156 * Begins playing the given sound on the channel. If the channel was already
157 * playing a sound (even the same one), the old sound is stopped (with no
158 * notification event.
160 * This returns 1 if the sound actually started playing, and 0 if there was any
163 * The most obvious problem is if there is no sound resource with the given
164 * identifier. But other problems can occur. For example, the MOD-playing
165 * facility in a library might be unable to handle two MODs at the same time,
166 * in which case playing a MOD resource would fail if one was already playing.
169 * <warning><para>This function is not implemented yet.</para></warning>
171 * Returns: 1 on success, 0 on failure.
174 glk_schannel_play(schanid_t chan, glui32 snd)
176 return glk_schannel_play_ext(chan, snd, 1, 0);
180 * glk_schannel_play_ext:
181 * @chan: Channel to play the sound in.
182 * @snd: Resource number of the sound to play.
183 * @repeats: Number of times to repeat the sound.
184 * @notify: If nonzero, requests a notification when the sound is finished.
186 * This works the same as glk_schannel_play(), but lets you specify additional
187 * options. <code>glk_schannel_play(chan, snd)</code> is exactly equivalent to
188 * <code>glk_schannel_play_ext(chan, snd, 1, 0)</code>.
190 * The @repeats value is the number of times the sound should be repeated. A
191 * repeat value of -1 (or rather 0xFFFFFFFF) means that the sound should repeat
192 * forever. A repeat value of 0 means that the sound will not be played at all;
193 * nothing happens. (Although a previous sound on the channel will be stopped,
194 * and the function will return 1.)
196 * The @notify value should be nonzero in order to request a sound notification
197 * event. If you do this, when the sound is completed, you will get an event
198 * with type %evtype_SoundNotify. The @window will be %NULL, @val1 will be the
199 * sound's resource id, and @val2 will be the nonzero value you passed as
202 * If you request sound notification, and the repeat value is greater than one,
203 * you will get the event only after the last repetition. If the repeat value is
204 * 0 or -1, you will never get a notification event at all. Similarly, if the
205 * sound is stopped or interrupted, or if the channel is destroyed while the
206 * sound is playing, there will be no notification event.
208 * Not all libraries support sound notification. You should test the
209 * %gestalt_SoundNotify selector before you rely on it; see <link
210 * linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
211 * Capabilities</link>.
213 * <warning><para>This function is not implemented yet.</para></warning>
215 * Returns: 1 on success, 0 on failure.
218 glk_schannel_play_ext(schanid_t chan, glui32 snd, glui32 repeats, glui32 notify)
220 VALID_SCHANNEL(chan, return 0);
226 * @chan: Channel to silence.
228 * Stops any sound playing in the channel. No notification event is generated,
229 * even if you requested one. If no sound is playing, this has no effect.
231 * <warning><para>This function is not implemented yet.</para></warning>
234 glk_schannel_stop(schanid_t chan)
236 VALID_SCHANNEL(chan, return);
240 * glk_schannel_set_volume:
241 * @chan: Channel to set the volume of.
242 * @vol: Integer representing the volume; 0x10000 is 100%.
244 * Sets the volume in the channel. When you create a channel, it has full
245 * volume, represented by the value 0x10000. Half volume would be 0x8000,
246 * three-quarters volume would be 0xC000, and so on. A volume of zero represents
247 * silence, although the sound is still considered to be playing.
249 * You can call this function between sounds, or while a sound is playing. The
250 * effect is immediate.
252 * You can overdrive the volume of a channel by setting a volume greater than
253 * 0x10000. However, this is not recommended; the library may be unable to
254 * increase the volume past full, or the sound may become distorted. You should
255 * always create sound resources with the maximum volume you will need, and then
256 * call glk_schannel_set_volume() to reduce the volume when appropriate.
258 * Not all libraries support this function. You should test the
259 * %gestalt_SoundVolume selector before you rely on it; see <link
260 * linkend="chimara-Testing-for-Sound-Capabilities">Testing for Sound
261 * Capabilities</link>.
263 * <warning><para>This function is not implemented yet.</para></warning>
266 glk_schannel_set_volume(schanid_t chan, glui32 vol)
268 VALID_SCHANNEL(chan, return);
272 * glk_sound_load_hint:
273 * @snd: Resource number of a sound.
274 * @flag: Nonzero to tell the library to load the sound, zero to tell the
275 * library to unload it.
277 * This gives the library a hint about whether the given sound should be loaded
278 * or not. If the @flag is nonzero, the library may preload the sound or do
279 * other initialization, so that glk_schannel_play() will be faster. If the
280 * @flag is zero, the library may release memory or other resources associated
281 * with the sound. Calling this function is always optional, and it has no
282 * effect on what the library actually plays.
284 * <warning><para>This function is not implemented yet.</para></warning>
287 glk_sound_load_hint(glui32 snd, glui32 flag)