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📄 sound.c

📁 Gambas is a graphical development environment based on a Basic interpreter, like Visual Basic. It us
💻 C
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/***************************************************************************  sound.c  Sound routines  (c) 2000-2003 Beno� Minisini <gambas@users.sourceforge.net>  This program is free software; you can redistribute it and/or modify  it under the terms of the GNU General Public License as published by  the Free Software Foundation; either version 1, or (at your option)  any later version.  This program is distributed in the hope that it will be useful,  but WITHOUT ANY WARRANTY; without even the implied warranty of  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the  GNU General Public License for more details.  You should have received a copy of the GNU General Public License  along with this program; if not, write to the Free Software  Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.***************************************************************************/#define __SOUND_C#include "gb_common.h"#include <math.h>#include "sound.h"#include "main.h"static SOUND_INFO info = { 0 };static CCHANNEL *channel_cache[MAX_CHANNEL] = { 0 };static int channel_count;static double music_ref_time = 0;static double music_ref_pos = 0;#if 0static void musicDone(){/* This is the function that we told SDL_Mixer to call when the music   was finished. In our case, we're going to simply unload the music   as though the player wanted it stopped.  In other applications, a   different music file might be loaded and played. */  /* BM: You cannot raise an event from a static class at the moment. */  printf("The music stopped playing NOW\n");	//This should raise a gambas event!}#endifstatic void set_audio_properties(){  /* We're going to be requesting certain things from our audio     device, so we set them up beforehand */  //Of course this should all come from gambas properties!  info.rate = 44100;		//could be: 22050;  info.format = MIX_DEFAULT_FORMAT; 	//16-bit stereo  info.channels = 2;		//The only one that opens on my machine! SB_PCI128  // BM: This is stereo. It does not matter.  info.buffers = 4096;}static void free_channel_sound(CSOUND *sound){  /*printf("Unref %p\n", sound);*/  fflush(NULL);  GB.Unref((void **)&sound);}static void channel_finished(int channel){  CCHANNEL *ch = channel_cache[channel];  if (!ch)    return;  /*printf("channel_finished: %p\n", ch->sound);*/  fflush(NULL);  GB.Post(free_channel_sound, (long)ch->sound);  ch->sound = NULL;}static bool start_sound_engine(){  /*putenv("SDL_AUDIODRIVER=alsa");*/  SDL_Init(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE);		//Only init SDL's sound system (no video yet:)  /* This is where we open up our audio device.  Mix_OpenAudio takes     as its parameters the audio format we'd /like/ to have. */  if(Mix_OpenAudio(info.rate, info.format, info.channels, info.buffers))  {    GB.Error("Unable to open audio");    return TRUE;  }  Mix_QuerySpec(&info.rate, &info.format, &info.channels);  channel_count = Mix_AllocateChannels(-1);  Mix_ChannelFinished(channel_finished);  return FALSE;}static int init = 0;void SOUND_init(void){  init++;  if (init > 1)    return;  set_audio_properties();	//Fill audio structures with gambas properties  start_sound_engine();		//Start the sound engine}static void free_music(void){  if (!info.music)    return;  Mix_HaltMusic();  Mix_RewindMusic();  Mix_FreeMusic(info.music);  info.music = NULL;}void SOUND_exit(void){  init--;  if (init > 0)    return;  free_music();  Mix_CloseAudio();  SDL_Quit();}static void return_channel(int channel, CSOUND *sound){  CCHANNEL *ob;  if (channel < 0 || channel >= channel_count)  {		if (sound)			GB.Unref((void **)&sound);    GB.ReturnNull();    return;  }  ob = channel_cache[channel];  if (!ob)  {    GB.New((void **)&ob, GB.FindClass("Channel"), NULL, NULL);    channel_cache[channel] = ob;    ob->channel = channel;    GB.Ref(ob);  }  if (sound)    ob->sound = sound;  GB.ReturnObject(ob);}static double volume_from_sdl(int vol){  return log(1 + (M_E - 1) * (double)vol / MIX_MAX_VOLUME);}static int volume_to_sdl(double vol){  return (exp(vol) - 1) / (M_E - 1) * MIX_MAX_VOLUME;}/***************************************************************************  Sound***************************************************************************/#define THIS ((CSOUND *)_object)BEGIN_METHOD(CSOUND_new, GB_STRING file)  char *addr;  long len;  if (GB.LoadFile(STRING(file), LENGTH(file), &addr, &len))    return;  THIS->chunk = Mix_LoadWAV_RW(SDL_RWFromMem(addr, len), TRUE);  GB.ReleaseFile(&addr, len);  if (!THIS->chunk)    GB.Error(Mix_GetError());END_METHODBEGIN_METHOD_VOID(CSOUND_free)  Mix_FreeChunk(THIS->chunk);  THIS->chunk = NULL;END_METHODBEGIN_METHOD(CSOUND_play, GB_INTEGER loops)  int loops = VARGOPT(loops, 0);  int channel;  /*printf("Ref %p\n", THIS);*/  fflush(NULL);  GB.Ref(THIS);  channel = Mix_PlayChannel(-1, THIS->chunk, loops);  return_channel(channel, THIS);END_METHODGB_DESC CSoundDesc[] ={  GB_DECLARE("Sound", sizeof(CSOUND)),  //GB_STATIC_METHOD("_init", NULL, CSOUND_init, NULL),  //GB_STATIC_METHOD("_exit", NULL, CSOUND_exit, NULL),  GB_METHOD("_new", NULL, CSOUND_new, "(File)s"),  GB_METHOD("_free", NULL, CSOUND_free, NULL),  //GB_PROPERTY("Volume", "e", CSOUND_volume),  GB_METHOD("Play", "Channel", CSOUND_play, "[(Loops)i]"),  GB_END_DECLARE};/***************************************************************************  Channel***************************************************************************/#undef THIS#define THIS ((CCHANNEL *)_object)BEGIN_METHOD(CCHANNEL_get, GB_INTEGER index)  return_channel(VARG(index), NULL);END_METHODBEGIN_PROPERTY(CCHANNEL_count)  int nchan;  if (READ_PROPERTY)    GB.ReturnInteger(Mix_AllocateChannels(-1));  else  {    nchan = VPROP(GB_INTEGER);    if (nchan < 0)      nchan = 0;    else if (nchan >= MAX_CHANNEL)      nchan = MAX_CHANNEL;    Mix_AllocateChannels(nchan);  }END_PROPERTYBEGIN_METHOD(CCHANNEL_play, GB_OBJECT sound; GB_INTEGER loops)  CSOUND *sound;  if (Mix_Paused(THIS->channel))    Mix_Resume(THIS->channel);  sound = VARGOPT(sound, NULL);  if (!sound)    return;  /*printf("Ref %p\n", sound);*/  fflush(NULL);  GB.Ref(sound);  Mix_PlayChannel(THIS->channel, sound->chunk, VARGOPT(loops, 0));  THIS->sound = sound;END_METHODBEGIN_METHOD_VOID(CCHANNEL_pause)  Mix_Pause(THIS->channel);END_METHODBEGIN_METHOD_VOID(CCHANNEL_stop)  Mix_HaltChannel(THIS->channel);END_METHODBEGIN_METHOD_VOID(CCHANNEL_exit)  int i;  CCHANNEL *ch;  for (i = 0; i < MAX_CHANNEL; i++)  {    ch = channel_cache[i];    if (!ch)      continue;    /*Mix_HaltChannel(ch->channel);*/    if (ch->sound)      free_channel_sound(ch->sound);    /*if (ch->sound)      GB.Unref((void **)&ch->sound);*/    GB.Unref((void **)&ch);  }END_METHODBEGIN_PROPERTY(CCHANNEL_volume)  int channel;  channel = THIS ? THIS->channel : -1;  if (READ_PROPERTY)    GB.ReturnFloat(volume_from_sdl(Mix_Volume(channel, -1)));  else    Mix_Volume(channel, volume_to_sdl(VPROP(GB_FLOAT)));END_PROPERTYGB_DESC CChannelDesc[] ={  GB_DECLARE("Channel", sizeof(CCHANNEL)), GB_NOT_CREATABLE(),  GB_STATIC_METHOD("_exit", NULL, CCHANNEL_exit, NULL),  //GB_STATIC_PROPERTY("Volume", "e", CCHANNEL_volume),  GB_METHOD("Play", NULL, CCHANNEL_play, "[(Sound)Sound;(Loops)i]"),  GB_METHOD("Pause", NULL, CCHANNEL_pause, NULL),  GB_METHOD("Stop", NULL, CCHANNEL_stop, NULL),  GB_PROPERTY("Volume", "f", CCHANNEL_volume),  GB_END_DECLARE};GB_DESC CChannelsDesc[] ={  GB_DECLARE("Channels", 0), GB_NOT_CREATABLE(),  GB_STATIC_METHOD("_get", "Channel", CCHANNEL_get, "(Index)i"),  //GB_STATIC_METHOD("_next", "Channel", CCHANNEL_next, NULL),  GB_STATIC_PROPERTY("Count", "i", CCHANNEL_count),  GB_STATIC_PROPERTY("Volume", "f", CCHANNEL_volume),  GB_END_DECLARE};/***************************************************************************  Music***************************************************************************/static double get_music_pos(void){  double time;  if (Mix_PlayingMusic() && !Mix_PausedMusic())  {    GB.GetTime(&time, FALSE);    return music_ref_pos + time - music_ref_time;  }  else    return music_ref_pos;}BEGIN_METHOD(CMUSIC_load, GB_STRING file)  free_music();  /* Note that the music cannot be stored inside the project ! */  info.music = Mix_LoadMUS(GB.FileName(STRING(file), LENGTH(file)));  if (!info.music)    GB.Error(Mix_GetError());  music_ref_pos = 0;  music_ref_time = 0;END_METHODBEGIN_METHOD(CMUSIC_play, GB_INTEGER loops)  if (!info.music)    return;  GB.GetTime(&music_ref_time, FALSE);  if (Mix_PausedMusic())  {    Mix_ResumeMusic();    return;  }  /* We want to know when our music has stopped playing so we  can free it up and set 'music' back to NULL.  SDL_Mixer  provides us with a callback routine we can use to do  exactly that */  /*Mix_HookMusicFinished(musicDone);*/  //The 'Looping' param should be optional in gambas, default=0. Don't know how?  //BM Now do you now ? ;-)  Mix_PlayMusic(info.music, VARGOPT(loops, 1));END_METHODBEGIN_METHOD_VOID(CMUSIC_pause)  music_ref_pos = get_music_pos();  Mix_PauseMusic();END_METHODBEGIN_METHOD_VOID(CMUSIC_stop)  Mix_HaltMusic();  music_ref_pos = 0;END_METHODBEGIN_PROPERTY(CMUSIC_pos)  double pos;  if (READ_PROPERTY)  {    GB.ReturnFloat(get_music_pos());  }  else  {    pos = VPROP(GB_FLOAT);    Mix_RewindMusic();    if (Mix_SetMusicPosition(pos) == 0)      music_ref_pos = pos;    else      music_ref_pos = 0;    GB.GetTime(&music_ref_time, FALSE);  }END_PROPERTYBEGIN_PROPERTY(CMUSIC_volume)  if (READ_PROPERTY)    GB.ReturnFloat(volume_from_sdl(Mix_VolumeMusic(-1)));  else    Mix_VolumeMusic(volume_to_sdl(VPROP(GB_FLOAT)));END_PROPERTYGB_DESC CMusicDesc[] ={  GB_DECLARE("Music", 0),  //GB_STATIC_METHOD("_init", NULL, CSOUND_init, NULL),  //GB_STATIC_METHOD("_exit", NULL, CSOUND_exit, NULL),  GB_STATIC_METHOD("Load", NULL, CMUSIC_load, "(File)s"),  GB_STATIC_METHOD("Play", NULL, CMUSIC_play, "[(Loops)i]"),  GB_STATIC_METHOD("Pause", NULL, CMUSIC_pause, NULL),  GB_STATIC_METHOD("Stop", NULL, CMUSIC_stop, NULL),  GB_STATIC_PROPERTY("Volume", "f", CMUSIC_volume),  GB_STATIC_PROPERTY("Pos", "f", CMUSIC_pos),  GB_END_DECLARE};

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