view engine/python/fife/extensions/soundmanager.py @ 495:ae9f5383f5b1

Added a new log module called Script. This should be used by the python modules. Did some code cleanup and comment cleanup. Added some more visible log modules to the shooter demo for fun.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Tue, 11 May 2010 21:30:55 +0000
parents e241d7553496
children 5ff83f209333
line wrap: on
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# -*- coding: utf-8 -*-

# ####################################################################
#  Copyright (C) 2005-2010 by the FIFE team
#  http://www.fifengine.net
#  This file is part of FIFE.
#
#  FIFE is free software; you can redistribute it and/or
#  modify it under the terms of the GNU Lesser General Public
#  License as published by the Free Software Foundation; either
#  version 2.1 of the License, or (at your option) any later version.
#
#  This library 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
#  Lesser General Public License for more details.
#
#  You should have received a copy of the GNU Lesser General Public
#  License along with this library; if not, write to the
#  Free Software Foundation, Inc.,
#  51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
# ####################################################################

"""
Sound Manager
==================================

This is a simple implementation of a sound manager that was originaly
intended for the shooter demo.  It was functional enough that we decided
to include it in the FIFE extensions.  This is by no means a fully featured
implementation for several reasons.  It doesnt limit how many sounds can 
play at once or allow the positioning of sounds.  It does however provide 
a good starting point for a more advanced version of a sound manager.

Usage::
  soundmanager = SoundManager(my_fife_engine)
  
  emitter = soundmanager.createSoundEmitter("path/filename.ogg")
  emitter.gain = 128
  emitter.play()

"""

from fife import fife

import fife.extensions.fife_timer as fife_timer
from fife.extensions.pychan.tools import callbackWithArguments as cbwa

class SoundEmitter(object):
	"""
	Wraps the L{fife.SoundEmitter} class.

	This class wraps an instance of a L{fife.SoundEmitter} class along 
	with some information about a sound clip (like gain and if its
	looping).  All instances of SoundEmitter should be created by SoundManager.
	
	@todo: At some point this class will store positional information
	and also be responsible for updating the L{fife.SoundEmitter} position.
	"""
	def __init__(self, soundmanager, clipid, soundname, emitter):
		"""
		@param soundmanager: A reference to the SoundManager
		@type soundmanager: L{SoundManager}
		@param clipid: The FIFE sound clip ID from the sound clip pool
		@type clipid: C{int}
		@param soundname: The filename of the sound
		@type soundname: C{string}
		@param emitter: A reference to the L{fife.SoundEmitter} associated with this clip
		@type emitter: L{fife.SoundEmitter} 
		
		"""
		self._soundmanager = soundmanager
		self._name = soundname
			
		#The FIFE SoundEmitter associated with this SoundEmitter.
		#Note that we do NOT own the emitter.
		self._fifeemitter = emitter
		self._fifeemitter.thisown = 0
		self._fifeclipid = clipid
				
		#0 = mute, 255 = normal volume
		self._gain = 255.0
		self._looping = False
		
		#if you set the callback it will be executed after the sound
		#has finished playing.
		self._callback = None
		
		#length of the sound
		self._duration = 0
		
		self._timer = None
		
	def play(self):
		self._soundmanager.playClip(self)
		
	def stop(self):
		self._soundmanager.stopClip(self)
		
	def _getClipID(self):
		return self._fifeclipid

	def _getGain(self):
		return self._gain
		
	def _setGain(self, gain):
		"""
		Sets the volume of the L{SoundEmitter}.
		
		@param gain: Value should be from 0-255.  0 being mute and 255 being the normal
		volume of the clip.
		@type gain: C{int}
		"""
		self._gain = float(gain)
		
	def _getLooping(self):
		return self._looping
		
	def _setLooping(self, looping):
		self._looping = looping
		
	def _getFifeEmitter(self):
		return self._fifeemitter
		
	def _setFifeEmitter(self, emitter):
		self._fifeemitter = emitter
		if self._fifeemitter:
			self._fifeemitter.thisown = 0

	def _getName(self):
		return self._name

	def _getCallback(self):
		return self._callback

	def _setCallback(self, cb):
		self._callback = cb	
		
	def _getDuration(self):
		return self._duration
	
	def _setDuration(self, millliseconds):
		self._duration = millliseconds

	def _getTimer(self):
		return self._timer
		
	def _setTimer(self, timer):
		self._timer = timer

	timer = property(_getTimer, _setTimer)
	clipid = property(_getClipID)
	gain = property(_getGain, _setGain)
	looping = property(_getLooping, _setLooping)
	fifeemitter = property(_getFifeEmitter, _setFifeEmitter)
	name = property(_getName)
	callback = property(_getCallback, _setCallback)
	duration = property(_getDuration, _setDuration)

class SoundManager(object):
	"""
	A simple sound manager class.

	This class manages and plays all the sounds of the game.  
	It creates SoundEmitters and ensures that there is only one 
	L{fife.SoundEmitter} per unique sound.
	"""
	def __init__(self, engine):
		"""
		@param engine: A reference to the FIFE engine
		@type engine: L{fife.Engine}
		"""
		
		self._engine = engine
		
		self._fifesoundmanager = self._engine.getSoundManager()
		self._fifesoundmanager.init()
		
		#A dict of fife emitters
		self._loadedclips = {}
		
	def createSoundEmitter(self, filename, forceUnique=False):
		"""
		Returns a valid SoundEmitter instance.
		
		@param filename: The relative path and filename of the sound file
		@type clip: C{string}
		@param forceUnique: This forces a new L{fife.SoundEmitter} to be created.
		This is useful if you want more than one instance of the same sound 
		to be played at the same time.
		@type forceUnique: C{boolean}
		
		@return: Returns a new L{SoundEmitter} instance.
		@rtype: L{SoundEmitter}
		"""
		if not self._loadedclips.has_key(filename):
			clipid = self._engine.getSoundClipPool().addResourceFromFile(filename)
			fifeemitter = self._fifesoundmanager.createEmitter()
			fifeemitter.thisown = 0
			fifeemitter.setSoundClip(clipid)
			
			self._loadedclips[filename] = [fifeemitter]
			clip = SoundEmitter(self, clipid, filename, fifeemitter)
			clip.duration = fifeemitter.getDuration()
		else:
			if forceUnique:
				clipid = self._engine.getSoundClipPool().addResourceFromFile(filename)
				fifeemitter = self._fifesoundmanager.createEmitter()
				fifeemitter.thisown = 0
				fifeemitter.setSoundClip(clipid)
				self._loadedclips[filename].append(fifeemitter)	
			else:
				fifeemitter = self._loadedclips[filename][0]
				
			clip = SoundEmitter(self, fifeemitter.getID(), filename, fifeemitter)
			clip.duration = fifeemitter.getDuration()
		
		return clip
		
	def playClip(self, clip):
		"""
		Plays a sound clip.  
		
		This function does not use the L{fife.SoundEmitter}
		"looping" property to loop a sound.  Instead it registers 
		a new timer and uses the duration of the clip as the timer length.
		
		If the SoundEmitter is invalid (no fifeemitter) then it attempts 
		to load it before playing it.
		
		@note: This will stop any clips that use the same L{fife.SoundEmitter}.
		You cannot play the same sound more than once at a time unless you create
		the SoundEmitter with the forceUnique paramater set to True.
		
		@param clip: The L{SoundEmitter} to be played
		@type clip: L{SoundEmitter}
		"""
		if clip.fifeemitter:
			if clip.callback:
				if clip.timer:
					clip.timer.stop()
					timer = None
					
				if clip.looping:
					repeat = 0
					def real_callback(c, e, g):
						c()
						e.stop()
						e.setGain(float(g)/255.0)
						e.play()

					clip.callback = cbwa(real_callback, clip.callback, clip.fifeemitter, clip.gain)

				else:
					repeat = 1
					
				clip.timer = fife_timer.Timer(clip.duration, clip.callback, repeat)
				#clip.timer.start()
			else:
				if clip.looping:
					def real_callback(e, g):
						e.stop()
						e.setGain(float(g)/255.0)
						e.play()

					clip.callback = cbwa(real_callback, clip.fifeemitter, clip.gain)
					clip.timer = fife_timer.Timer(clip.duration, clip.callback, 0)
					#clip.timer.start()
					
				
			clip.fifeemitter.setGain(float(clip.gain)/255.0)
			clip.fifeemitter.play()
			if clip.timer:
				clip.timer.start()
		else:
			clip = self.createSoundEmitter(clip.name)
			self.playClip(clip)
				
	def stopClip(self, clip):
		"""
		Stops playing the sound clip.   Note that this will stop all clips that 
		use the same FIFE emitter.
		
		@param clip: The SoundEmitter to stop.
		@type clip: L{SoundEmitter}
		"""
		if clip.fifeemitter:
			clip.fifeemitter.stop()
			
		if clip.timer:
			clip.timer.stop()
			clip.timer = None

	def stopAllSounds(self):
		for emitterlist in self._loadedclips.values():
			for emitter in emitterlist:
				emitter.stop()
			
	def destroy(self):
		"""
		Releases all instances of L{fife.SoundEmitter}.  
		
		@note: This does not free the resources from the FIFE sound clip pool.
		"""
		self.stopAllSounds()
	
		for emitterlist in self._loadedclips.values():
			for emitter in emitterlist:
				self._fifesoundmanager.releaseEmitter(emitter.getID())
				emitter = None
		
		self._loadedclips.clear()

__all__ = ['SoundEmitter','SoundManager']