Class: Rubygame::Sound

Inherits:
Object
  • Object
show all
Includes:
NamedResource
Defined in:
lib/rubygame/sound.rb

Overview

IMPORTANT: this class only exists if SDL_mixer is available! Your code should check “defined?(Rubygame::Sound) != nil” to see if you can use this class, or be prepared to rescue from NameError.

Sound holds a sound effect, loaded from an audio file (see #load for supported formats).

Sound can #play, #pause/#unpause, #stop, adjust #volume, and #fade_out (you can fade in by passing an option to #play).

Sound can create duplicates (with #dup or #clone) in a memory-efficient way – the new Sound instance refers back to the same audio data, so having 100 duplicates of a sound uses only slightly more memory than having the first sound. Duplicates can different volume levels, too!

Sound includes the Rubygame::NamedResource mixin module, which can perform autoloading of sounds on demand, among other things.

Class Method Summary collapse

Instance Method Summary collapse

Methods included from NamedResource

included, #name, #name=

Constructor Details

#initialize(sound = nil) ⇒ Sound

call-seq:

new

NOTE: Don’t use this method. Use Sound.load.

Raises NotImplementedError.



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# File 'lib/rubygame/sound.rb', line 96

def initialize( sound=nil )
  if( sound.instance_of? SDL::Mixer::Chunk )
    @struct  = sound
    @volume  = 1
    @channel = -1
  else
    raise( NotImplementedError, "Sound.new is not implemented. "+
           "Use Sound.load to load a sound file." )
  end
end

Class Method Details

.autoload(filename) ⇒ Object

Searches each directory in Sound.autoload_dirs for a file with the given filename. If it finds that file, loads it and returns a Sound instance. If it doesn’t find the file, returns nil.

See Rubygame::NamedResource for more information about this functionality.



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# File 'lib/rubygame/sound.rb', line 54

def autoload( filename )
  path = find_file( filename )

  if( path )
    return load( path )
  else
    return nil
  end
end

.load(filename) ⇒ Object

Load the given audio file. Supported file formats are WAVE, MOD, MIDI, OGG, and MP3.

filename

Full or relative path to the file. (String, required)

Returns

The new Sound instance. (Sound)

May raise

SDLError, if the sound file could not be loaded.



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# File 'lib/rubygame/sound.rb', line 73

def load( filename )
  Rubygame.open_audio

  sound = SDL::Mixer.LoadWAV( filename )

  if( sound.pointer.null? )
    raise( Rubygame::SDLError, "Could not load Sound file '%s': %s"%
           [filename, SDL.GetError()] )
  end

  return new( sound )
end

Instance Method Details

#fade_out(fade_time) ⇒ Object

Fade out to silence over the given number of seconds. Once the sound is silent, it is automatically stopped.

Returns

The receiver (self).

NOTE: If the sound is currently paused, the fade will start, but you won’t be able to hear it happening unless you #unpause during the fade.

Does nothing if the sound is currently stopped.



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# File 'lib/rubygame/sound.rb', line 346

def fade_out( fade_time )
  if( fade_time < 0 )
    raise ArgumentError, "fade time cannot be negative (got %.2f)"%fade_time
  end

  if channel_active?
    SDL::Mixer.FadeOutChannel( @channel, (fade_time * 1000).to_i )
  end

  return self
end

#fading?(direction = :either) ⇒ Boolean

True if the Sound is currently fading in or out. See also #play and #fade_out.

direction

Check if it is fading :in, :out, or :either. (Symbol, required)

Returns:

  • (Boolean)


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# File 'lib/rubygame/sound.rb', line 365

def fading?( direction=:either )
  return false unless channel_active?

  case direction
  when :in
    SDL::Mixer.FadingChannel( @channel ) == SDL::Mixer::FADING_IN
  when :out
    SDL::Mixer.FadingChannel( @channel ) == SDL::Mixer::FADING_OUT
  else
    SDL::Mixer.FadingChannel( @channel ) != SDL::Mixer::NO_FADING
  end
end

#initialize_copy(other) ⇒ Object

call-seq:

clone( other )  ->  sound
dup( other )  ->  sound

Create a copy of the given Sound instance. More efficient than using #load to load the sound file again.

other

An existing Sound instance. (Sound, required)

Returns

The new Sound instance. (Sound)

NOTE: #clone and #dup do slightly different things; #clone will copy the ‘frozen’ state of the object, while #dup will create a fresh, un-frozen object.



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# File 'lib/rubygame/sound.rb', line 127

def initialize_copy( other )
  @struct  = other.struct
  @volume  = other.volume
  @channel = -1
end

#pauseObject

Pause the Sound. Unlike #stop, it can be unpaused later to resume from where it was paused. See also #unpause and #paused?.

Returns

The receiver (self).

NOTE: Does nothing if the sound is not currently playing.



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# File 'lib/rubygame/sound.rb', line 274

def pause
  if channel_active?
    SDL::Mixer.Pause( @channel )
  end

  return self
end

#paused?Boolean

True if the Sound is currently paused (not playing and not stopped). See also #playing? and #stopped?.

Returns:

  • (Boolean)


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# File 'lib/rubygame/sound.rb', line 302

def paused?
  channel_active? and
    SDL::Mixer.Playing( @channel ) == 1 and
    SDL::Mixer.Paused( @channel ) == 1
end

#play(options = {}) ⇒ Object

call-seq:

play( options={:fade_in => 0, :repeats => 0, :stop_after => nil} )

Play the Sound, optionally fading in, repeating a certain number of times (or forever), and/or stopping automatically after a certain time.

See also #pause and #stop.

options

Hash of options, listed below. (Hash, required)

:fade_in

Fade in from silence over the given number of seconds. Default: 0. (Numeric, optional)

:repeats

Repeat the sound the given number of times, or forever (or until stopped) if -1. Default: 0. (Integer, optional)

:stop_after

Automatically stop playing after playing for the given number of seconds. Use nil to disable this behavior. (Numeric or nil, optional)

Returns

The receiver (self).

May raise

SDLError, if the audio device could not be opened, or if the sound file could not be played.

NOTE: If the sound is already playing (or paused), it will be stopped and played again from the beginning.

Example:

# Fade in over 2 seconds, play 4 times (1 + 3 repeats),
# but stop playing after 5 seconds.
sound.play( :fade_in => 2, :repeats => 3, :stop_after => 5 );


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# File 'lib/rubygame/sound.rb', line 168

def play( options={} )

  fade_in    = (options[:fade_in]  or 0)
  repeats    = (options[:repeats]  or 0)
  stop_after = (options[:stop_after] or nil)


  fade_in =
    if( fade_in < 0 )
      raise ArgumentError, ":fade_in cannot be negative (got %.2f)"%fade_in
    elsif( fade_in < 0.05 )
      # Work-around for a bug with SDL_mixer not working with small
      # non-zero fade-ins
      0
    else
      (fade_in * 1000).to_i
    end


  repeats =
    if( repeats < -1 )
      raise( ArgumentError,
             ":repeats cannot be negative, except -1 (got #{repeats})" )
    else
      repeats
    end


  stop_after =
    if( stop_after.nil? )
      -1
    elsif( stop_after < 0 )
      raise( ArgumentError,
             ":stop_after cannot be negative, (got %.2f)"%stop_after )
    else
      (stop_after * 1000).to_i
    end



  Rubygame.open_audio


  # If it's already playing on a channel, stop it first.
  if channel_active?
    SDL::Mixer.HaltChannel( @channel )
  end


  # Find first available channel
  @channel = SDL::Mixer.GroupAvailable(-1)


  if @channel == -1
    # No channels were available, so make one more than there are now.
    # (Mix_AllocateChannels(-1) returns the current number of channels)
    SDL::Mixer.AllocateChannels( SDL::Mixer.AllocateChannels(-1) + 1 )

    # Try again
    @channel = SDL::Mixer.GroupAvailable(-1)
  end


  # Set sound channel volume before we play
  SDL::Mixer.Volume( @channel, (SDL::Mixer::MAX_VOLUME * @volume).to_i )


  result =
    if( fade_in <= 0 )
      # Play sound without fading in
      SDL::Mixer.PlayChannelTimed( @channel, @struct, repeats, stop_after )
    else
      # Play sound with fading in
      SDL::Mixer.FadeInChannelTimed( @channel, @struct,
                                     repeats, fade_in, stop_after )
    end


  if( result == -1 )
    raise Rubygame::SDLError, "Could not play Sound: #{SDL.GetError()}"
  end


  return self

end

#playing?Boolean

True if the Sound is currently playing (not paused and not stopped). See also #paused? and #stopped?.

Returns:

  • (Boolean)


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# File 'lib/rubygame/sound.rb', line 259

def playing?
  channel_active? and
    SDL::Mixer.Playing(@channel) == 1 and
    SDL::Mixer.Paused(@channel) == 0
end

#stopObject

Stop the Sound. Unlike #pause, the sound must be played again from the beginning, it cannot be resumed from it was stopped.

Returns

The receiver (self).

NOTE: Does nothing if the sound is not currently playing or paused.



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# File 'lib/rubygame/sound.rb', line 317

def stop
  if channel_active?
    SDL::Mixer.HaltChannel( @channel )
  end

  return self
end

#stopped?Boolean

True if the Sound is currently stopped (not playing and not paused). See also #playing? and #paused?.

Returns:

  • (Boolean)


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# File 'lib/rubygame/sound.rb', line 329

def stopped?
  (not channel_active?) or (SDL::Mixer.Playing(@channel) == 0)
end

#unpauseObject

Unpause the Sound, if it is currently paused. Resumes from where it was paused. See also #pause and #paused?.

Returns

The receiver (self).

NOTE: Does nothing if the sound is not currently paused.



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# File 'lib/rubygame/sound.rb', line 290

def unpause
  if channel_active?
    SDL::Mixer.Resume( @channel )
  end

  return self
end

#volumeObject

Return the volume level of the sound. 0.0 is totally silent, 1.0 is full volume.

NOTE: Ignores fading in or out.



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# File 'lib/rubygame/sound.rb', line 385

def volume
  @volume
end

#volume=(new_vol) ⇒ Object

Set the new #volume level of the sound. 0.0 is totally silent, 1.0 is full volume. The new volume will be clamped to this range if it is too small or too large.

Volume cannot be set while the sound is fading in or out. Be sure to check #fading? or rescue from SDLError when using this method.

May raise

SDLError if the sound is fading in or out.



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# File 'lib/rubygame/sound.rb', line 401

def volume=( new_vol )
  # Clamp it to valid range
  new_vol = if new_vol < 0.0;      0.0
            elsif new_vol > 1.0;   1.0
            else;                  new_vol
            end

  if channel_active?
    if fading?
      raise Rubygame::SDLError, "cannot set Sound volume while fading"
    else
      SDL::Mixer.Volume( @channel, (SDL::Mixer::MAX_VOLUME * new_vol).to_i )
    end
  end

  @volume = new_vol
end