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blender-archive/source/blender/python/api2_2x/Sound.c
Stephen Swaney a509b8adc9 Another round in the Great BPy Cleanup:
Run everything thru indent to cleanup spaces vs tabs.
Clean up some of the comments by hand.
BGL.c was not touched due to all that macro wackyness.

There are no functional changes to the code.
Pre-indent versions of source are tagged with
tag bpy-cleanup-20040925 , just in case.
2004-09-25 20:30:40 +00:00

531 lines
18 KiB
C

/*
* $Id$
*
* ***** 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 );
}