Mercurial > fife-parpg
view engine/python/fife/extensions/soundmanager.py @ 571:edc9efe969c2
This commit should fix the coloring overlay bug exposed by the commit in revision 3386. The InstanceRenderer was caching the overlays based on whether the current image had changed. The fix takes into account the current image as well as the overlay color to decide whether or not the overlay needs to be reproduced.
author | vtchill@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 29 Jun 2010 02:26:28 +0000 |
parents | 6614a5446352 |
children | 872a7a94563e |
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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 self._position = None self._rolloff = 0 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 def _setPosition(self, position): self._position = position def _getPosition(self): return self._position def _setRolloff(self, rolloff): self._rolloff = rolloff def _getRolloff(self): return self._rolloff rolloff = property(_getRolloff, _setRolloff) position = property(_getPosition, _setPosition) 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() self._fifesoundmanager.setListenerOrientation(0,1,0) # basic rolloff used for positional sounds self._rolloff = 1 #A dict of fife emitters self._loadedclips = {} #A tuple representing the listener position (x,y) self._listenerposition = None def createSoundEmitter(self, filename, forceUnique=False, position=None): """ 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} @param position: The position on the map that the sound emitter is to be created at. @type position: L{tuple} @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() if position is not None: clip.position = position clip.rolloff = self.rolloff 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(clip): clip.callback() clip.fifeemitter.stop() clip.fifeemitter.setGain(float(clip.gain)/255.0) if self.listenerposition and clip.position: # Use 1 as z coordinate, no need to specify it clip.fifeemitter.setPosition(clip.position[0], clip.position[1], 1) clip.fifeemitter.setRolloff(clip.rolloff) elif self.listenerposition and not clip.position: clip.fifeemitter.setPosition(self._listenerposition[0], self._listenerposition[1], 1) clip.fifeemitter.setRolloff(self.rolloff) clip.fifeemitter.play() clip.callback = cbwa(real_callback, clip) else: repeat = 1 clip.timer = fife_timer.Timer(clip.duration, clip.callback, repeat) else: if clip.looping: def real_callback(clip): clip.fifeemitter.stop() clip.fifeemitter.setGain(float(clip.gain)/255.0) if self.listenerposition and clip.position: # Use 1 as z coordinate, no need to specify it clip.fifeemitter.setPosition(clip.position[0], clip.position[1], 1) clip.fifeemitter.setRolloff(clip.rolloff) elif self.listenerposition and not clip.position: clip.fifeemitter.setPosition(self._listenerposition[0], self._listenerposition[1], 1) clip.fifeemitter.setRolloff(self.rolloff) clip.fifeemitter.play() clip.callback = cbwa(real_callback, clip) clip.timer = fife_timer.Timer(clip.duration, clip.callback, 0) clip.fifeemitter.setGain(float(clip.gain)/255.0) if self.listenerposition and clip.position: # Use 1 as z coordinate, no need to specify it clip.fifeemitter.setPosition(clip.position[0], clip.position[1], 1) clip.fifeemitter.setRolloff(clip.rolloff) elif self.listenerposition and not clip.position: clip.fifeemitter.setPosition(self._listenerposition[0], self._listenerposition[1], 1) clip.fifeemitter.setRolloff(self.rolloff) 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() def _getRolloff(self): return self._rolloff def _setRolloff(self, rolloff): self._rolloff = rolloff def _getListenerPosition(self): return self._listenerposition def _setListenerPosition(self, position): self._listenerposition = position self._fifesoundmanager.setListenerPosition(self._listenerposition[0], self._listenerposition[1], 10) rolloff = property(_getRolloff, _setRolloff) listenerposition = property(_getListenerPosition, _setListenerPosition) __all__ = ['SoundEmitter','SoundManager']