/* pygame - Python Game Library Copyright (C) 2000-2001 Pete Shinners This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Pete Shinners pete@shinners.org */ /* * music module for pygame */ #define PYGAMEAPI_MUSIC_INTERNAL #include "pygame.h" #include "mixer.h" static Mix_Music* current_music = NULL; static Mix_Music* queue_music = NULL; static int endmusic_event = SDL_NOEVENT; static Uint64 music_pos = 0; static long music_pos_time = -1; static int music_frequency = 0; static Uint16 music_format = 0; static int music_channels = 0; static void mixmusic_callback(void *udata, Uint8 *stream, int len) { if(!Mix_PausedMusic()) { music_pos += len; music_pos_time = SDL_GetTicks(); } } static void endmusic_callback(void) { if(endmusic_event && SDL_WasInit(SDL_INIT_VIDEO)) { SDL_Event e; memset(&e, 0, sizeof(e)); e.type = endmusic_event; SDL_PushEvent(&e); } if(queue_music) { if(current_music) Mix_FreeMusic(current_music); current_music = queue_music; queue_music = NULL; Mix_HookMusicFinished(endmusic_callback); music_pos = 0; Mix_PlayMusic(current_music, 0); } else { music_pos_time = -1; Mix_SetPostMix(NULL, NULL); } } /*music module methods*/ /*DOC*/ static char doc_play[] = /*DOC*/ "pygame.mixer.music.play(loops=0, startpos=0.0) -> None\n" /*DOC*/ "play the current loaded music\n" /*DOC*/ "\n" /*DOC*/ "Starts playing the current loaded music. This will restart the\n" /*DOC*/ "sound if it is playing. Loops controls how many extra time the\n" /*DOC*/ "sound will play, a negative loop will play indefinitely, it\n" /*DOC*/ "defaults to 0.\n" /*DOC*/ "\n" /*DOC*/ "The starting position argument controls where in the music the\n" /*DOC*/ "song starts playing. The starting position is dependent on the\n" /*DOC*/ "format of music playing. MP3 and OGG use the position as time\n" /*DOC*/ "(in seconds). MOD music it is the pattern order number. Passing\n" /*DOC*/ "a startpos will raise a NotImplementedError if it cannot set the\n" /*DOC*/ "start position (or your version of SDL_mixer is too old)\n" /*DOC*/ ; static PyObject* music_play(PyObject* self, PyObject* args) { int loops=0; float startpos=0.0; int val, volume=0; if(!PyArg_ParseTuple(args, "|if", &loops, &startpos)) return NULL; MIXER_INIT_CHECK(); if(!current_music) return RAISE(PyExc_SDLError, "music not loaded"); Mix_HookMusicFinished(endmusic_callback); Mix_SetPostMix(mixmusic_callback, NULL); Mix_QuerySpec(&music_frequency, &music_format, &music_channels); music_pos = 0; music_pos_time = SDL_GetTicks(); #if MIX_MAJOR_VERSION>=1 && MIX_MINOR_VERSION>=2 && MIX_PATCHLEVEL>=3 volume = Mix_VolumeMusic(-1); val = Mix_FadeInMusicPos(current_music, loops, 0, startpos); Mix_VolumeMusic(volume); #else if(startpos) return RAISE(PyExc_NotImplementedError, "music start position requires SDL_mixer-1.2.4"); val = Mix_PlayMusic(current_music, loops); #endif if(val == -1) return RAISE(PyExc_SDLError, SDL_GetError()); RETURN_NONE } /*DOC*/ static char doc_get_busy[] = /*DOC*/ "pygame.mixer.music.get_busy() -> bool\n" /*DOC*/ "query state of the music\n" /*DOC*/ "\n" /*DOC*/ "Returns true if music is currently playing\n" /*DOC*/ ; static PyObject* music_get_busy(PyObject* self, PyObject* args) { if(!PyArg_ParseTuple(args, "")) return NULL; MIXER_INIT_CHECK(); return PyInt_FromLong(Mix_PlayingMusic()); } /*DOC*/ static char doc_fadeout[] = /*DOC*/ "pygame.mixer.music.fadeout(millisec) -> None\n" /*DOC*/ "fadeout current music\n" /*DOC*/ "\n" /*DOC*/ "Fades out the current playing music and stops it over the given\n" /*DOC*/ "milliseconds.\n" /*DOC*/ ; static PyObject* music_fadeout(PyObject* self, PyObject* args) { int time; if(!PyArg_ParseTuple(args, "i", &time)) return NULL; MIXER_INIT_CHECK(); Mix_FadeOutMusic(time); if(queue_music) { Mix_FreeMusic(queue_music); queue_music = NULL; } RETURN_NONE } /*DOC*/ static char doc_stop[] = /*DOC*/ "pygame.mixer.music.stop() -> None\n" /*DOC*/ "stop the playing music\n" /*DOC*/ "\n" /*DOC*/ "Stops playback of the current music.\n" /*DOC*/ ; static PyObject* music_stop(PyObject* self, PyObject* args) { if(!PyArg_ParseTuple(args, "")) return NULL; MIXER_INIT_CHECK(); Mix_HaltMusic(); if(queue_music) { Mix_FreeMusic(queue_music); queue_music = NULL; } RETURN_NONE } /*DOC*/ static char doc_pause[] = /*DOC*/ "pygame.mixer.music.pause() -> None\n" /*DOC*/ "pause the playing music\n" /*DOC*/ "\n" /*DOC*/ "Temporarily stops the current music.\n" /*DOC*/ ; static PyObject* music_pause(PyObject* self, PyObject* args) { if(!PyArg_ParseTuple(args, "")) return NULL; MIXER_INIT_CHECK(); Mix_PauseMusic(); RETURN_NONE } /*DOC*/ static char doc_unpause[] = /*DOC*/ "pygame.mixer.music.unpause() -> None\n" /*DOC*/ "restarts the paused music\n" /*DOC*/ "\n" /*DOC*/ "Restarts playback of the current music object when paused.\n" /*DOC*/ ; static PyObject* music_unpause(PyObject* self, PyObject* args) { if(!PyArg_ParseTuple(args, "")) return NULL; MIXER_INIT_CHECK(); Mix_ResumeMusic(); RETURN_NONE } /*DOC*/ static char doc_rewind[] = /*DOC*/ "pygame.mixer.music.rewind() -> None\n" /*DOC*/ "restarts music\n" /*DOC*/ "\n" /*DOC*/ "Restarts playback of the current music.\n" /*DOC*/ ; static PyObject* music_rewind(PyObject* self, PyObject* args) { if(!PyArg_ParseTuple(args, "")) return NULL; MIXER_INIT_CHECK(); Mix_RewindMusic(); RETURN_NONE } /*DOC*/ static char doc_set_volume[] = /*DOC*/ "pygame.mixer.music.set_volume(val) -> None\n" /*DOC*/ "set music volume\n" /*DOC*/ "\n" /*DOC*/ "Sets the current volume for the music. Value is\n" /*DOC*/ "between 0.0 and 1.0.\n" /*DOC*/ ; static PyObject* music_set_volume(PyObject* self, PyObject* args) { float volume; if(!PyArg_ParseTuple(args, "f", &volume)) return NULL; MIXER_INIT_CHECK(); Mix_VolumeMusic((int)(volume*128)); RETURN_NONE } /*DOC*/ static char doc_get_volume[] = /*DOC*/ "pygame.mixer.music.get_volume() -> val\n" /*DOC*/ "query music volume\n" /*DOC*/ "\n" /*DOC*/ "Get the current volume for the music. Value is\n" /*DOC*/ "between 0.0 and 1.0.\n" /*DOC*/ ; static PyObject* music_get_volume(PyObject* self, PyObject* args) { int volume; if(!PyArg_ParseTuple(args, "")) return NULL; MIXER_INIT_CHECK(); volume = Mix_VolumeMusic(-1); return PyFloat_FromDouble(volume / 128.0); } /*DOC*/ static char doc_get_pos[] = /*DOC*/ "pygame.mixer.music.get_pos() -> val\n" /*DOC*/ "query music position\n" /*DOC*/ "\n" /*DOC*/ "Get the current (interpolated) time position of the music.\n" /*DOC*/ "Value is in ms, just like get_ticks().\n" /*DOC*/ "\n" /*DOC*/ "The returned time is only tracking the amount of music\n" /*DOC*/ "played. It will not reflect the result of starting the\n" /*DOC*/ "music at an offset.\n" /*DOC*/ ; static PyObject* music_get_pos(PyObject* self, PyObject* args) { long ticks; if(!PyArg_ParseTuple(args, "")) return NULL; MIXER_INIT_CHECK(); if (music_pos_time < 0) return PyLong_FromLong(-1); ticks = (long)(1000 * music_pos / (music_channels * music_frequency * ((music_format & 0xff) >> 3))); if(!Mix_PausedMusic()) ticks += SDL_GetTicks() - music_pos_time; return PyInt_FromLong((long)ticks); } /*DOC*/ static char doc_set_endevent[] = /*DOC*/ "pygame.mixer.music.set_endevent([eventid]) -> None\n" /*DOC*/ "sets music finished event\n" /*DOC*/ "\n" /*DOC*/ "When the music has finished playing, you can optionally have\n" /*DOC*/ "pygame place a user defined message on the event queue. If the\n" /*DOC*/ "eventid field is omittied or NOEVENT, no messages will be sent\n" /*DOC*/ "when the music finishes playing. Once the endevent is set, it\n" /*DOC*/ "will be called every time the music finished playing.\n" /*DOC*/ ; static PyObject* music_set_endevent(PyObject* self, PyObject* args) { int eventid = SDL_NOEVENT; if(!PyArg_ParseTuple(args, "|i", &eventid)) return NULL; endmusic_event = eventid; RETURN_NONE; } /*DOC*/ static char doc_get_endevent[] = /*DOC*/ "pygame.mixer.music.get_endevent([eventid]) -> int\n" /*DOC*/ "query the current music finished event\n" /*DOC*/ "\n" /*DOC*/ "When the music has finished playing, you can optionally have\n" /*DOC*/ "pygame place a user defined message on the event queue. If there\n" /*DOC*/ "is no callback event set, NOEVENT will be returned. Otherwise it\n" /*DOC*/ "will return the id of the current music finishe event.\n" /*DOC*/ ; static PyObject* music_get_endevent(PyObject* self, PyObject* args) { if(!PyArg_ParseTuple(args, "")) return NULL; return PyInt_FromLong(endmusic_event); } /*DOC*/ static char doc_load[] = /*DOC*/ "pygame.mixer.music.load(filename) -> None\n" /*DOC*/ "load current music\n" /*DOC*/ "\n" /*DOC*/ "Load a music object as the current music. The music only handles\n" /*DOC*/ "one music as the current. If music is currently playing, it will\n" /*DOC*/ "be stopped and replaced with the given one. Loading music only\n" /*DOC*/ "supports filenames, not file-like objects.\n" /*DOC*/ ; static PyObject* music_load(PyObject* self, PyObject* args) { #if 0 /*argh, can't do it this way, SDL_mixer doesn't support music RWops*/ char* name = NULL; PyObject* file; SDL_RWops *rw; if(!PyArg_ParseTuple(args, "O", &file)) return NULL; MIXER_INIT_CHECK(); if(current_music) { Mix_FreeMusic(current_music); current_music = NULL; } if(PyString_Check(file) || PyUnicode_Check(file)) { if(!PyArg_ParseTuple(args, "s", &name)) return NULL; Py_BEGIN_ALLOW_THREADS current_music = Mix_LoadMUS(name); Py_END_ALLOW_THREADS } else { if(!(rw = RWopsFromPythonThreaded(file))) return NULL; if(RWopsCheckPythonThreaded(rw)) current_music = Mix_LoadMUS_RW(rw, 1); else { Py_BEGIN_ALLOW_THREADS current_music = Mix_LoadMUS_RW(rw, 1); Py_END_ALLOW_THREADS } } #else char* filename; if(!PyArg_ParseTuple(args, "s", &filename)) return NULL; MIXER_INIT_CHECK(); if(current_music) { Mix_FreeMusic(current_music); current_music = NULL; } Py_BEGIN_ALLOW_THREADS current_music = Mix_LoadMUS(filename); Py_END_ALLOW_THREADS #endif if(!current_music) return RAISE(PyExc_SDLError, SDL_GetError()); if(queue_music) { Mix_FreeMusic(queue_music); queue_music = NULL; } RETURN_NONE; } /*DOC*/ static char doc_queue[] = /*DOC*/ "pygame.mixer.music.queue(soundfile) -> None\n" /*DOC*/ "preload and queue a music file\n" /*DOC*/ "\n" /*DOC*/ "This will load a music file and queue it. A queued music file\n" /*DOC*/ "will begin as soon as the current music naturally ends. If the\n" /*DOC*/ "current music is ever stopped or changed, the queued song will\n" /*DOC*/ "be lost.\n" /*DOC*/ ; static PyObject* music_queue(PyObject* self, PyObject* args) { char* filename; if(!PyArg_ParseTuple(args, "s", &filename)) return NULL; MIXER_INIT_CHECK(); if(queue_music) { Mix_FreeMusic(queue_music); queue_music = NULL; } Py_BEGIN_ALLOW_THREADS queue_music = Mix_LoadMUS(filename); Py_END_ALLOW_THREADS RETURN_NONE } static PyMethodDef music_builtins[] = { { "set_endevent", music_set_endevent, 1, doc_set_endevent }, { "get_endevent", music_get_endevent, 1, doc_get_endevent }, { "play", music_play, 1, doc_play }, { "get_busy", music_get_busy, 1, doc_get_busy }, { "fadeout", music_fadeout, 1, doc_fadeout }, { "stop", music_stop, 1, doc_stop }, { "pause", music_pause, 1, doc_pause }, { "unpause", music_unpause, 1, doc_unpause }, { "rewind", music_rewind, 1, doc_rewind }, { "set_volume", music_set_volume, 1, doc_set_volume }, { "get_volume", music_get_volume, 1, doc_get_volume }, { "get_pos", music_get_pos, 1, doc_get_pos }, { "load", music_load, 1, doc_load }, { "queue", music_queue, 1, doc_queue }, { NULL, NULL } }; /*DOC*/ static char doc_pygame_mixer_music_MODULE[] = /*DOC*/ "The music module is tied closely to the pygame.mixer module. It\n" /*DOC*/ "is an optional module since it depends on the SDL_mixer library.\n" /*DOC*/ "You should not manually import the music library. Instead it is\n" /*DOC*/ "automatically included as a part of the mixer library. The default\n" /*DOC*/ "module path to music is pygame.mixer.music.\n" /*DOC*/ "\n" /*DOC*/ "The difference between playback of music and playback of sounds\n" /*DOC*/ "is that the music object is not loaded and decoded all at once,\n" /*DOC*/ "instead the music data is streamed and decoded during playback.\n" /*DOC*/ "There can only be one music file loaded at a single time. Loading\n" /*DOC*/ "a new music file will replace any currently loaded music.\n" /*DOC*/ "\n" /*DOC*/ "The music module has many of the same types of functions as the\n" /*DOC*/ "Sound objects. The main difference is only one music object can\n" /*DOC*/ "be loaded at a time, with the load() function. Music\n" /*DOC*/ "must be stored in an individual file on the system, it cannot be\n" /*DOC*/ "loaded from special file-like objects through python.\n" /*DOC*/ ; PYGAME_EXPORT void initmixer_music(void) { PyObject *module; PyMIXER_C_API[0] = PyMIXER_C_API[0]; /*clean an unused warning*/ /* create the module */ module = Py_InitModule3("mixer_music", music_builtins, doc_pygame_mixer_music_MODULE); PyModule_AddObject(module, "_MUSIC_POINTER", PyCObject_FromVoidPtr(¤t_music, NULL)); PyModule_AddObject(module, "_QUEUE_POINTER", PyCObject_FromVoidPtr(&queue_music, NULL)); /*imported needed apis*/ import_pygame_base(); }