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blender-archive/source/blender/python/api2_2x/Sound.c

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/*
* $Id$
*
* ***** 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.
*
* This is a new part of Blender.
*
* Contributor(s): Chris Keith
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <BKE_main.h>
#include <BKE_global.h>
#include <BKE_library.h>
#include <BKE_sound.h>
#include <BLI_blenlib.h>
#include <BIF_editsound.h>
#include <BIF_space.h> /* allqueue() */
#include "mydevice.h" /* redraw defines */
#include "gen_utils.h"
#include "Sound.h"
/*****************************************************************************/
/* Python BPy_Sound defaults: */
/*****************************************************************************/
/*****************************************************************************/
/* Python API function prototypes for the Sound module. */
/*****************************************************************************/
static PyObject *M_Sound_New (PyObject *self, PyObject *args,
PyObject *keywords);
static PyObject *M_Sound_Get (PyObject *self, PyObject *args);
static PyObject *M_Sound_Load (PyObject *self, PyObject *args);
/************************************************************************/
/* The following string definitions are used for documentation strings. */
/* In Python these will be written to the console when doing a */
/* Blender.Sound.__doc__ */
/************************************************************************/
static char M_Sound_doc[] =
"The Blender Sound module\n\n";
static char M_Sound_New_doc[] =
"() - return a new Sound object -- unimplemented";
static char M_Sound_Get_doc[] =
"(name) - return the sound with the name 'name', \
returns None if not found.\n If 'name' is not specified, \
it returns a list of all sounds in the\ncurrent scene.";
static char M_Sound_Load_doc[] =
"(filename, redraw = 0) - return sound from file filename as Sound Object,\n\
returns None if not found.";
/*****************************************************************************/
/* Python method structure definition for Blender.Sound module: */
/*****************************************************************************/
struct PyMethodDef M_Sound_methods[] = {
{"New",(PyCFunction)M_Sound_New, METH_VARARGS|METH_KEYWORDS,
M_Sound_New_doc},
{"Get", M_Sound_Get, METH_VARARGS, M_Sound_Get_doc},
{"get", M_Sound_Get, METH_VARARGS, M_Sound_Get_doc},
{"Load", M_Sound_Load, METH_VARARGS, M_Sound_Load_doc},
{NULL, NULL, 0, NULL}
};
/*****************************************************************************/
/* Python Sound_Type callback function prototypes: */
/*****************************************************************************/
static void Sound_dealloc (BPy_Sound *self);
static int Sound_setAttr (BPy_Sound *self, char *name, PyObject *v);
static int Sound_compare (BPy_Sound *a, BPy_Sound *b);
static PyObject *Sound_getAttr (BPy_Sound *self, char *name);
static PyObject *Sound_repr (BPy_Sound *self);
#define SOUND_FLOAT_METHODS(funcname, varname) \
static PyObject *Sound_get ## funcname(BPy_Sound *self) { \
char e[256]; \
PyObject *attr = PyFloat_FromDouble(self->sound->varname); \
if (attr) return attr; \
sprintf(e, "couldn't get Sound.%s attribute", #varname); \
return EXPP_ReturnPyObjError (PyExc_RuntimeError, e); \
} \
static PyObject *Sound_set ## funcname(BPy_Sound *self, PyObject *args) { \
float f = 0; \
if (!PyArg_ParseTuple(args, "f", &f)) \
return (EXPP_ReturnPyObjError (PyExc_TypeError, \
"expected float argument")); \
self->sound->varname = f; \
Py_INCREF(Py_None); \
return Py_None; \
}
#define SOUND_FLOAT_METHOD_FUNCS(varname) \
{"get"#varname, (PyCFunction)Sound_get ## varname, METH_NOARGS, \
"() - Return Sound object "#varname}, \
{"set"#varname, (PyCFunction)Sound_set ## varname, METH_VARARGS, \
"(float) - Change Sound object "#varname},
/*****************************************************************************/
/* Python BPy_Sound methods declarations: */
/*****************************************************************************/
static PyObject *Sound_getName(BPy_Sound *self);
static PyObject *Sound_getFilename(BPy_Sound *self);
static PyObject *Sound_play(BPy_Sound *self);
static PyObject *Sound_makeActive(BPy_Sound *self);
SOUND_FLOAT_METHODS(Volume, volume)
SOUND_FLOAT_METHODS(Panning, panning)
SOUND_FLOAT_METHODS(Attenuation, attenuation)
SOUND_FLOAT_METHODS(Pitch, pitch)
SOUND_FLOAT_METHODS(MinGain, min_gain)
SOUND_FLOAT_METHODS(MaxGain, max_gain)
SOUND_FLOAT_METHODS(Distance, distance)
/*****************************************************************************/
/* Python BPy_Sound methods table: */
/*****************************************************************************/
static PyMethodDef BPy_Sound_methods[] = {
/* name, method, flags, doc */
{"getName", (PyCFunction)Sound_getName, METH_NOARGS,
"() - Return Sound object name"},
{"getFilename", (PyCFunction)Sound_getFilename, METH_NOARGS,
"() - Return Sound object filename"},
{"play", (PyCFunction)Sound_play, METH_NOARGS,
"() - play this sound"},
{"makeActive", (PyCFunction)Sound_makeActive, METH_NOARGS,
"() - make this the active sound in the sound buttons win (also redraws)"},
SOUND_FLOAT_METHOD_FUNCS(Volume)
SOUND_FLOAT_METHOD_FUNCS(Panning)
SOUND_FLOAT_METHOD_FUNCS(Attenuation)
SOUND_FLOAT_METHOD_FUNCS(Pitch)
SOUND_FLOAT_METHOD_FUNCS(MinGain)
SOUND_FLOAT_METHOD_FUNCS(MaxGain)
SOUND_FLOAT_METHOD_FUNCS(Distance)
{NULL, NULL, 0, NULL}
};
/*****************************************************************************/
/* Python Sound_Type structure definition: */
/*****************************************************************************/
PyTypeObject Sound_Type =
{
PyObject_HEAD_INIT(NULL)
0, /* ob_size */
"Blender Sound", /* tp_name */
sizeof (BPy_Sound), /* tp_basicsize */
0, /* tp_itemsize */
/* methods */
(destructor)Sound_dealloc, /* tp_dealloc */
0, /* tp_print */
(getattrfunc)Sound_getAttr, /* tp_getattr */
(setattrfunc)Sound_setAttr, /* tp_setattr */
(cmpfunc)Sound_compare, /* tp_compare */
(reprfunc)Sound_repr, /* tp_repr */
0, /* tp_as_number */
0, /* tp_as_sequence */
0, /* tp_as_mapping */
0, /* tp_as_hash */
0,0,0,0,0,0,
0, /* tp_doc */
0,0,0,0,0,0,
BPy_Sound_methods, /* tp_methods */
0, /* tp_members */
};
/*****************************************************************************/
/* Function: M_Sound_New */
/* Python equivalent: Blender.Sound.New */
/*****************************************************************************/
static PyObject *M_Sound_New(PyObject *self, PyObject *args, PyObject *keywords)
{
printf ("In Sound_New() - unimplemented in 2.34\n");
Py_INCREF(Py_None);
return Py_None;
}
/* NOTE: these were copied and modified from image.h. To Be Done TBD:
* macro-ize them, or C++ templates eventually?
*/
/********************************************************************************/
/* Function: M_Sound_Get */
/* Python equivalent: Blender.Sound.Get */
/* Description: Receives a string and returns the Sound object */
/* whose name matches the string. If no argument is */
/* passed in, a list of all Sound names in the */
/* current scene is returned. */
/*********************************************************************************/
static PyObject *M_Sound_Get(PyObject *self, PyObject *args)
{
char *name = NULL;
bSound *snd_iter;
if (!PyArg_ParseTuple(args, "|s", &name))
return (EXPP_ReturnPyObjError (PyExc_TypeError,
"expected string argument (or nothing)"));
snd_iter = G.main->sound.first;
if (name) { /* (name) - Search Sound by name */
BPy_Sound *wanted_Sound = NULL;
while ((snd_iter) && (wanted_Sound == NULL)) {
if (strcmp (name, snd_iter->id.name+2) == 0) {
wanted_Sound = (BPy_Sound *)PyObject_NEW(BPy_Sound, &Sound_Type);
if (wanted_Sound) {
wanted_Sound->sound = snd_iter;
break;
}
}
snd_iter = snd_iter->id.next;
}
if (wanted_Sound == NULL) { /* Requested Sound doesn't exist */
char error_msg[64];
PyOS_snprintf(error_msg, sizeof(error_msg),
"Sound \"%s\" not found", name);
return (EXPP_ReturnPyObjError (PyExc_NameError, error_msg));
}
return (PyObject *)wanted_Sound;
}
else { /* () - return a list of all Sounds in the scene */
int index = 0;
PyObject *snd_list, *pyobj;
snd_list = PyList_New (BLI_countlist (&(G.main->sound)));
if (snd_list == NULL)
return (EXPP_ReturnPyObjError (PyExc_MemoryError,
"couldn't create PyList"));
while (snd_iter) {
pyobj = Sound_CreatePyObject (snd_iter);
if (!pyobj)
return (EXPP_ReturnPyObjError (PyExc_MemoryError,
"couldn't create PyObject"));
PyList_SET_ITEM (snd_list, index, pyobj);
snd_iter = snd_iter->id.next;
index++;
}
return (snd_list);
}
}
/*****************************************************************************/
/* Function: M_Sound_Load */
/* Python equivalent: Blender.Sound.Load */
/* Description: Receives a string and returns the Sound object */
/* whose filename matches the string. */
/*****************************************************************************/
static PyObject *M_Sound_Load(PyObject *self, PyObject *args)
{
char *fname;
bSound *snd_ptr;
BPy_Sound *snd;
if (!PyArg_ParseTuple(args, "s", &fname))
return (EXPP_ReturnPyObjError (PyExc_TypeError,
"expected string argument"));
snd = (BPy_Sound *)PyObject_NEW(BPy_Sound, &Sound_Type);
if (!snd)
return (EXPP_ReturnPyObjError (PyExc_MemoryError,
"couldn't create PyObject Sound_Type"));
snd_ptr = sound_new_sound(fname);
if (snd_ptr) {
if (G.ssound) {
G.ssound->sound= snd_ptr;
}
}
if (!snd_ptr)
return (EXPP_ReturnPyObjError (PyExc_IOError,
"not a valid sound sample"));
snd->sound = snd_ptr;
return (PyObject *)snd;
}
/*****************************************************************************/
/* Function: Sound_Init */
/*****************************************************************************/
PyObject *Sound_Init (void)
{
PyObject *submodule;
Sound_Type.ob_type = &PyType_Type;
submodule = Py_InitModule3("Blender.Sound", M_Sound_methods, M_Sound_doc);
return (submodule);
}
/************************/
/*** The Sound PyType ***/
/************************/
/*****************************************************************************/
/* Function: Sound_dealloc */
/* Description: This is a callback function for the BPy_Sound type. It is */
/* the destructor function. */
/*****************************************************************************/
static void Sound_dealloc (BPy_Sound *self)
{
PyObject_DEL (self);
}
/*****************************************************************************/
/* Function: Sound_CreatePyObject */
/* Description: This function will create a new BPy_Sound from an existing */
/* Blender Sound structure. */
/*****************************************************************************/
PyObject *Sound_CreatePyObject (bSound *snd)
{
BPy_Sound *py_snd;
py_snd = (BPy_Sound *)PyObject_NEW (BPy_Sound, &Sound_Type);
if (!py_snd)
return EXPP_ReturnPyObjError (PyExc_MemoryError,
"couldn't create BPy_Sound object");
py_snd->sound = snd;
return (PyObject *)py_snd;
}
/*****************************************************************************/
/* Function: Sound_CheckPyObject */
/* Description: This function returns true when the given PyObject is of the */
/* type Sound. Otherwise it will return false. */
/*****************************************************************************/
int Sound_CheckPyObject (PyObject *pyobj)
{
return (pyobj->ob_type == &Sound_Type);
}
/*****************************************************************************/
/* Function: Sound_FromPyObject */
/* Description: Returns the Blender Sound associated with this object */
/*****************************************************************************/
bSound *Sound_FromPyObject (PyObject *pyobj)
{
return ((BPy_Sound *)pyobj)->sound;
}
/*****************************************************************************/
/* Python BPy_Sound methods: */
/*****************************************************************************/
static PyObject *Sound_getName(BPy_Sound *self)
{
PyObject *attr = PyString_FromString(self->sound->id.name+2);
if (attr) return attr;
return (EXPP_ReturnPyObjError (PyExc_RuntimeError,
"couldn't get Sound.name attribute"));
}
static PyObject *Sound_getFilename(BPy_Sound *self)
{
PyObject *attr = PyString_FromString(self->sound->name);
if (attr) return attr;
return (EXPP_ReturnPyObjError (PyExc_RuntimeError,
"couldn't get Sound.filename attribute"));
}
static PyObject *Sound_play(BPy_Sound *self)
{
sound_play_sound(self->sound);
Py_INCREF(Py_None);
return Py_None;
}
static PyObject *Sound_makeActive(BPy_Sound *self)
{
bSound *snd_ptr = self->sound;
if (snd_ptr) {
if (G.ssound) {
G.ssound->sound = snd_ptr;
}
}
allqueue(REDRAWSOUND, 0);
allqueue(REDRAWBUTSLOGIC, 0);
Py_INCREF (Py_None);
return Py_None;
}
/*****************************************************************************/
/* Function: Sound_getAttr */
/* Description: This is a callback function for the BPy_Sound type. It is */
/* the function that accesses BPy_Sound member variables and */
/* methods. */
/*****************************************************************************/
static PyObject *Sound_getAttr (BPy_Sound *self, char *name)
{
PyObject *attr = Py_None;
if (strcmp(name, "name") == 0)
attr = PyString_FromString(self->sound->id.name+2);
else if (strcmp(name, "filename") == 0)
attr = PyString_FromString(self->sound->name);
else if (strcmp(name, "__members__") == 0)
attr = Py_BuildValue("[s,s]",
"name", "filename");
if (!attr)
return (EXPP_ReturnPyObjError (PyExc_MemoryError,
"couldn't create PyObject"));
if (attr != Py_None) return attr; /* attribute found, return its value */
/* not an attribute, search the methods table */
return Py_FindMethod(BPy_Sound_methods, (PyObject *)self, name);
}
/*****************************************************************************/
/* Function: Sound_setAttr */
/* Description: This is a callback function for the BPy_Sound type. It is the*/
/* function that changes Sound object members values. If this */
/* data is linked to a Blender Sound, it also gets updated. */
/*****************************************************************************/
static int Sound_setAttr (BPy_Sound *self, char *name, PyObject *value)
{
PyObject *valtuple;
PyObject *error = NULL;
/* We're playing a trick on the Python API users here. Even if they use
* Sound.member = val instead of Sound.setMember(value), we end up using the
* function anyway, since it already has error checking, clamps to the right
* interval and updates the Blender Sound structure when necessary. */
valtuple = Py_BuildValue("(O)", value); /*the set* functions expect a tuple*/
if (!valtuple)
return EXPP_ReturnIntError(PyExc_MemoryError,
"SoundSetAttr: couldn't create PyTuple");
/* if (strcmp (name, "name") == 0)
error = Sound_setName (self, valtuple);
else */ {
/* Error: no such member in the Sound object structure */
Py_DECREF(value);
Py_DECREF(valtuple);
return (EXPP_ReturnIntError (PyExc_KeyError,
"attribute not found or immutable"));
}
Py_DECREF(valtuple);
if (error != Py_None) return -1;
Py_DECREF(Py_None); /* incref'ed by the called set* function */
return 0; /* normal exit */
}
/*****************************************************************************/
/* Function: Sound_compare */
/* Description: This is a callback function for the BPy_Sound type. It */
/* compares two Sound_Type objects. Only the "==" and "!=" */
/* comparisons are meaninful. Returns 0 for equality and -1 if */
/* they don't point to the same Blender Sound struct. */
/* In Python it becomes 1 if they are equal, 0 otherwise. */
/*****************************************************************************/
static int Sound_compare (BPy_Sound *a, BPy_Sound *b)
{
bSound *pa = a->sound, *pb = b->sound;
return (pa == pb) ? 0:-1;
}
/*****************************************************************************/
/* Function: Sound_repr */
/* Description: This is a callback function for the BPy_Sound type. It */
/* builds a meaninful string to represent Sound objects. */
/*****************************************************************************/
static PyObject *Sound_repr (BPy_Sound *self)
{
return PyString_FromFormat("[Sound \"%s\"]", self->sound->id.name+2);
}