Added rdoc comments to all audio classes.

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1714 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
groogy 2010-11-25 19:30:10 +00:00
parent 191776fbec
commit 50a5ecd79f
7 changed files with 336 additions and 2 deletions

View file

@ -30,6 +30,11 @@ VALUE globalSoundSourceClass;
/* External classes */
extern VALUE globalVector3Class;
/* call-seq:
* sound_source.getAttenuation() -> float
*
* Get the attenuation factor of the sound.
*/
static VALUE SoundSource_GetAttenuation( VALUE self )
{
sf::SoundSource *object = NULL;
@ -37,6 +42,11 @@ static VALUE SoundSource_GetAttenuation( VALUE self )
return rb_float_new( object->GetAttenuation() );
}
/* call-seq:
* sound_source.getMinDistance() -> float
*
* Get the minimum distance of the sound.
*/
static VALUE SoundSource_GetMinDistance( VALUE self )
{
sf::SoundSource *object = NULL;
@ -44,6 +54,11 @@ static VALUE SoundSource_GetMinDistance( VALUE self )
return rb_float_new( object->GetMinDistance() );
}
/* call-seq:
* sound_source.getPitch() -> float
*
* Get the pitch of the sound.
*/
static VALUE SoundSource_GetPitch( VALUE self )
{
sf::SoundSource *object = NULL;
@ -51,6 +66,11 @@ static VALUE SoundSource_GetPitch( VALUE self )
return rb_float_new( object->GetPitch() );
}
/* call-seq:
* sound_source.getPosition() -> vector3
*
* Get the 3D position of the sound in the audio scene.
*/
static VALUE SoundSource_GetPosition( VALUE self )
{
sf::SoundSource *object = NULL;
@ -59,6 +79,11 @@ static VALUE SoundSource_GetPosition( VALUE self )
return rb_funcall( globalVector3Class, rb_intern( "new" ), 3, rb_float_new( pos.x ), rb_float_new( pos.y ), rb_float_new( pos.z ) );
}
/* call-seq:
* sound_source.getVolume() -> float
*
* Get the volume of the sound.
*/
static VALUE SoundSource_GetVolume( VALUE self )
{
sf::SoundSource *object = NULL;
@ -66,6 +91,11 @@ static VALUE SoundSource_GetVolume( VALUE self )
return rb_float_new( object->GetVolume() );
}
/* call-seq:
* sound_source.isRelativeToListener() -> true or false
*
* Tell whether the sound's position is relative to the listener or is absolute.
*/
static VALUE SoundSource_IsRelativeToListener( VALUE self )
{
sf::SoundSource *object = NULL;
@ -73,6 +103,16 @@ static VALUE SoundSource_IsRelativeToListener( VALUE self )
return ( object->IsRelativeToListener() == true ? Qtrue : Qfalse );
}
/* call-seq:
* sound_source.setAttenuation( value )
*
* Set the attenuation factor of the sound.
*
* The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from
* the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same
* whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound
* fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.
*/
static VALUE SoundSource_SetAttenuation( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
@ -81,6 +121,15 @@ static VALUE SoundSource_SetAttenuation( VALUE self, VALUE aValue )
return Qnil;
}
/* call-seq:
* sound_source.setMinDistance( value )
*
* Set the minimum distance of the sound.
*
* The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than
* the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head
* of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.
*/
static VALUE SoundSource_SetMinDistance( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
@ -89,6 +138,15 @@ static VALUE SoundSource_SetMinDistance( VALUE self, VALUE aValue )
return Qnil;
}
/* call-seq:
* sound_source.setPitch( value )
*
* Set the pitch of the sound.
*
* The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave
* by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The
* default value for the pitch is 1.
*/
static VALUE SoundSource_SetPitch( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
@ -97,6 +155,14 @@ static VALUE SoundSource_SetPitch( VALUE self, VALUE aValue )
return Qnil;
}
/* call-seq:
* sound_source.setPosition( x, y, z )
* sound_source.setPosition( vector3 )
*
* Set the 3D position of the sound in the audio scene.
*
* Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
*/
static VALUE SoundSource_SetPosition( int argc, VALUE *args, VALUE self )
{
float x, y, z;
@ -128,6 +194,15 @@ static VALUE SoundSource_SetPosition( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* sound_source.setRelativeToListener( value )
*
* Make the sound's position relative to the listener or absolute.
*
* Making a sound relative to the listener will ensure that it will always be played the same way regardless the
* position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener,
* or sounds attached to it. The default value is false (position is absolute).
*/
static VALUE SoundSource_SetRelativeToListener( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;
@ -147,6 +222,13 @@ static VALUE SoundSource_SetRelativeToListener( VALUE self, VALUE aValue )
return Qnil;
}
/* call-seq:
* sound_source.setVolume( value )
*
* Set the volume of the sound.
*
* The volume is a value between 0 (mute) and 100 (full volume). The default value for the volume is 100.
*/
static VALUE SoundSource_SetVolume( VALUE self, VALUE aValue )
{
sf::SoundSource *object = NULL;