/*
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();
}
syntax highlighted by Code2HTML, v. 0.9.1