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KX_SoundActuator.cpp

/**
 * KX_SoundActuator.cpp
 *
 * $Id: KX_SoundActuator.cpp,v 1.7 2004/10/16 11:41:48 kester Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * 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 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 *
 */

#include "KX_SoundActuator.h"
#include "SND_SoundObject.h"
#include "KX_GameObject.h"
#include "SND_SoundObject.h"
#include "SND_Scene.h" // needed for replication
#include <iostream>

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

/* ------------------------------------------------------------------------- */
/* Native functions                                                          */
/* ------------------------------------------------------------------------- */
KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
                                                   SND_SoundObject* sndobj,
                                                   SND_Scene*     sndscene,
                                                   KX_SOUNDACT_TYPE type,
                                                   short start,
                                                   short end,
                                                   PyTypeObject* T)
                                                   : SCA_IActuator(gameobj,T)
{
      m_soundObject = sndobj;
      m_soundScene = sndscene;
      m_type = type;
      m_lastEvent = true;
      m_isplaying = false;
      m_startFrame = start;
      m_endFrame = end;
      m_pino = false;
}



KX_SoundActuator::~KX_SoundActuator()
{
      //m_soundScene->RemoveObject(this->m_soundObject);
      //(this->m_soundObject)->DeleteWhenFinished();
      m_soundScene->RemoveActiveObject(m_soundObject);
//    m_soundScene->DeleteObjectWhenFinished(m_soundObject);
      m_soundScene->DeleteObject(m_soundObject);
}



CValue* KX_SoundActuator::GetReplica()
{
      KX_SoundActuator* replica = new KX_SoundActuator(*this);
      replica->ProcessReplica();
      SND_SoundObject* soundobj = new SND_SoundObject(*m_soundObject);
      replica->setSoundObject(soundobj);
      m_soundScene->AddObject(soundobj);
      
      // this will copy properties and so on...
      CValue::AddDataToReplica(replica);
      return replica;
};



bool KX_SoundActuator::Update(double curtime, bool frame)
{
      if (!frame)
            return true;
      bool result = false;

      // do nothing on negative events, otherwise sounds are played twice!
      bool bNegativeEvent = IsNegativeEvent();

      RemoveAllEvents();

      if (m_pino)
      {
            bNegativeEvent = true;
            m_pino = false;
      }

      if (bNegativeEvent)
      {     
            // here must be a check if it is still playing
            m_isplaying = false;

            switch (m_type)
            {
            case KX_SOUNDACT_PLAYSTOP:
            case KX_SOUNDACT_LOOPSTOP:
            case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
                  {
                        m_soundScene->RemoveActiveObject(m_soundObject);
                        break;
                  }
            case KX_SOUNDACT_PLAYEND:
                  {
                        m_soundObject->SetPlaystate(SND_MUST_STOP_WHEN_FINISHED);
                        break;
                  }
            default:
                  // implement me !!
                  break;
            }
      }
      else
      {
            if (m_soundObject && !m_isplaying)
            {
                  switch (m_type)
                  {
                  case KX_SOUNDACT_LOOPBIDIRECTIONAL:
                  case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
                        {
                              m_soundObject->SetLoopMode(SND_LOOP_BIDIRECTIONAL);
                              m_soundScene->AddActiveObject(m_soundObject, curtime);
                              m_isplaying = true;
                              result = true;
                              break;
                        }
                  case KX_SOUNDACT_LOOPEND:
                  case KX_SOUNDACT_LOOPSTOP:
                        {
                              m_soundObject->SetLoopMode(SND_LOOP_NORMAL);
                              m_soundScene->AddActiveObject(m_soundObject, curtime);
                              m_isplaying = true;
                              result = true;
                              break;
                        }
                  case KX_SOUNDACT_PLAYSTOP:
                  case KX_SOUNDACT_PLAYEND:
                        {
                              m_soundObject->SetLoopMode(SND_LOOP_OFF);
                              m_soundScene->AddActiveObject(m_soundObject, curtime);
                              m_isplaying = true;
                              result = true;
                              break;
                        }
                  default:
                        // implement me !!
                        break;
                  }
            }
      }

      if (m_isplaying)
      {
            m_soundObject->SetPosition(((KX_GameObject*)this->GetParent())->NodeGetWorldPosition());
            m_soundObject->SetVelocity(((KX_GameObject*)this->GetParent())->GetLinearVelocity());
            m_soundObject->SetOrientation(((KX_GameObject*)this->GetParent())->NodeGetWorldOrientation());
            result = true;
      }
      else
      {
            result = false;
      }

      if (result && (m_soundObject->IsLifeSpanOver(curtime)) && ((m_type == KX_SOUNDACT_PLAYEND) || (m_type == KX_SOUNDACT_PLAYSTOP)))
      {
            m_pino = true;
      }

      return result;
}



void KX_SoundActuator::setSoundObject(class SND_SoundObject* soundobject)
{
      m_soundObject = soundobject;
}



/* ------------------------------------------------------------------------- */
/* Python functions                                                          */
/* ------------------------------------------------------------------------- */



/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_SoundActuator::Type = {
      PyObject_HEAD_INIT(&PyType_Type)
            0,
            "KX_SoundActuator",
            sizeof(KX_SoundActuator),
            0,
            PyDestructor,
            0,
            __getattr,
            __setattr,
            0, //&MyPyCompare,
            __repr,
            0, //&cvalue_as_number,
            0,
            0,
            0,
            0
};



PyParentObject KX_SoundActuator::Parents[] = {
      &KX_SoundActuator::Type,
            &SCA_IActuator::Type,
            &SCA_ILogicBrick::Type,
            &CValue::Type,
            NULL
};



PyMethodDef KX_SoundActuator::Methods[] = {
      {"setFilename", (PyCFunction) KX_SoundActuator::sPySetFilename, METH_VARARGS,NULL},
      {"getFilename", (PyCFunction) KX_SoundActuator::sPyGetFilename, METH_VARARGS,NULL},
      {"startSound",(PyCFunction) KX_SoundActuator::sPyStartSound,METH_VARARGS,NULL},
      {"pauseSound",(PyCFunction) KX_SoundActuator::sPyPauseSound,METH_VARARGS,NULL},
      {"stopSound",(PyCFunction) KX_SoundActuator::sPyStopSound,METH_VARARGS,NULL},
      {"setGain",(PyCFunction) KX_SoundActuator::sPySetGain,METH_VARARGS,NULL},
      {"getGain",(PyCFunction) KX_SoundActuator::sPyGetGain,METH_VARARGS,NULL},
      {"setPitch",(PyCFunction) KX_SoundActuator::sPySetPitch,METH_VARARGS,NULL},
      {"getPitch",(PyCFunction) KX_SoundActuator::sPyGetPitch,METH_VARARGS,NULL},
      {"setRollOffFactor",(PyCFunction) KX_SoundActuator::sPySetRollOffFactor,METH_VARARGS,NULL},
      {"getRollOffFactor",(PyCFunction) KX_SoundActuator::sPyGetRollOffFactor,METH_VARARGS,NULL},
      {"setLooping",(PyCFunction) KX_SoundActuator::sPySetLooping,METH_VARARGS,NULL},
      {"getLooping",(PyCFunction) KX_SoundActuator::sPyGetLooping,METH_VARARGS,NULL},
      {"setPosition",(PyCFunction) KX_SoundActuator::sPySetPosition,METH_VARARGS,NULL},
      {"setVelocity",(PyCFunction) KX_SoundActuator::sPySetVelocity,METH_VARARGS,NULL},
      {"setOrientation",(PyCFunction) KX_SoundActuator::sPySetOrientation,METH_VARARGS,NULL},
      {"setType",(PyCFunction) KX_SoundActuator::sPySetType,METH_VARARGS,NULL},
      {"getType",(PyCFunction) KX_SoundActuator::sPyGetType,METH_VARARGS,NULL},
      {NULL,NULL,NULL,NULL} //Sentinel
};



PyObject* KX_SoundActuator::_getattr(const STR_String& attr)
{
      _getattr_up(SCA_IActuator);
}



PyObject* KX_SoundActuator::PySetFilename(PyObject* self, PyObject* args, PyObject* kwds)
{
      char *soundName = NULL;
      void *soundPointer = NULL;
      
      if (!PyArg_ParseTuple(args, "s", &soundName))
            return NULL;

      Py_Return;
}



PyObject* KX_SoundActuator::PyGetFilename(PyObject* self, PyObject* args, PyObject* kwds)
{
      STR_String objectname = m_soundObject->GetObjectName();
      char* name = objectname.Ptr();
      
      if (!name) {
            Py_Return;                          /* internal error */
      } else
            return PyString_FromString(name);
}



PyObject* KX_SoundActuator::PyStartSound(PyObject* self, PyObject* args, PyObject* kwds)
{
      m_soundObject->StartSound();  
      Py_Return;
}         



PyObject* KX_SoundActuator::PyPauseSound(PyObject* self, PyObject* args, PyObject* kwds)
{
      m_soundObject->PauseSound();  
      Py_Return;
} 



PyObject* KX_SoundActuator::PyStopSound(PyObject* self, PyObject* args, PyObject* kwds)
{
      m_soundObject->StopSound();   
      Py_Return;
}



PyObject* KX_SoundActuator::PySetGain(PyObject* self, PyObject* args, PyObject* kwds)
{
      float gain = 1.0;
      if (!PyArg_ParseTuple(args, "f", &gain))
            return NULL;
      
      m_soundObject->SetGain(gain);
      
      Py_Return;
}         



PyObject* KX_SoundActuator::PyGetGain(PyObject* self, PyObject* args, PyObject* kwds)
{
      float gain = m_soundObject->GetGain();
      PyObject* result = PyFloat_FromDouble(gain);
      
      return result;
}



PyObject* KX_SoundActuator::PySetPitch(PyObject* self, PyObject* args, PyObject* kwds)
{
      float pitch = 1.0;
      if (!PyArg_ParseTuple(args, "f", &pitch))
            return NULL;
      
      m_soundObject->SetPitch(pitch);
      
      Py_Return;
}         



PyObject* KX_SoundActuator::PyGetPitch(PyObject* self, PyObject* args, PyObject* kwds)
{
      float pitch = m_soundObject->GetPitch();
      PyObject* result = PyFloat_FromDouble(pitch);
      
      return result;
}



PyObject* KX_SoundActuator::PySetRollOffFactor(PyObject* self, PyObject* args, PyObject* kwds)
{
      float rollofffactor = 1.0;
      if (!PyArg_ParseTuple(args, "f", &rollofffactor))
            return NULL;
      
      m_soundObject->SetRollOffFactor(rollofffactor);

      Py_Return;
}         



PyObject* KX_SoundActuator::PyGetRollOffFactor(PyObject* self, PyObject* args, PyObject* kwds)
{
      float rollofffactor = m_soundObject->GetRollOffFactor();
      PyObject* result = PyFloat_FromDouble(rollofffactor);
      
      return result;
}



PyObject* KX_SoundActuator::PySetLooping(PyObject* self, PyObject* args, PyObject* kwds)
{
      bool looping = 1;
      if (!PyArg_ParseTuple(args, "i", &looping))
            return NULL;
      
      m_soundObject->SetLoopMode(looping);
      
      Py_Return;
}         



PyObject* KX_SoundActuator::PyGetLooping(PyObject* self, PyObject* args, PyObject* kwds)
{
      int looping = m_soundObject->GetLoopMode();
      PyObject* result = PyInt_FromLong(looping);
      
      return result;
}



PyObject* KX_SoundActuator::PySetPosition(PyObject* self, PyObject* args, PyObject* kwds)
{
      MT_Point3 pos;
      pos[0] = 0.0;
      pos[1] = 0.0;
      pos[2] = 0.0;

      if (!PyArg_ParseTuple(args, "fff", &pos[0], &pos[1], &pos[2]))
            return NULL;
      
      m_soundObject->SetPosition(pos);
      
      Py_Return;
}         



PyObject* KX_SoundActuator::PySetVelocity(PyObject* self, PyObject* args, PyObject* kwds)
{
      MT_Vector3 vel;
      vel[0] = 0.0;
      vel[1] = 0.0;
      vel[2] = 0.0;

      if (!PyArg_ParseTuple(args, "fff", &vel[0], &vel[1], &vel[2]))
            return NULL;
      
      m_soundObject->SetVelocity(vel);
      
      Py_Return;
}         



PyObject* KX_SoundActuator::PySetOrientation(PyObject* self, PyObject* args, PyObject* kwds)
{
      MT_Matrix3x3 ori;
      ori[0][0] = 1.0;
      ori[0][1] = 0.0;
      ori[0][2] = 0.0;
      ori[1][0] = 0.0;
      ori[1][1] = 1.0;
      ori[1][2] = 0.0;
      ori[2][0] = 0.0;
      ori[2][1] = 0.0;
      ori[2][2] = 1.0;

      if (!PyArg_ParseTuple(args, "fffffffff", &ori[0][0], &ori[0][1], &ori[0][2], &ori[1][0], &ori[1][1], &ori[1][2], &ori[2][0], &ori[2][1], &ori[2][2]))
            return NULL;
      
      m_soundObject->SetOrientation(ori);
      
      Py_Return;
}

PyObject* KX_SoundActuator::PySetType(PyObject* self, PyObject* args, PyObject* kwds)
{
      int typeArg;

      if (!PyArg_ParseTuple(args, "i", &typeArg)) {
            return NULL;
      }

      if ( (typeArg > KX_SOUNDACT_NODEF)
        && (typeArg < KX_SOUNDACT_MAX) ) {
            m_type = (KX_SOUNDACT_TYPE) typeArg;
      }

      Py_Return;
}

PyObject* KX_SoundActuator::PyGetType(PyObject* self, PyObject* args, PyObject* kwds)
{
      return PyInt_FromLong(m_type);
}




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