Difference between revisions of "Dev:Adding a Sound notification"
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− | + | After the implementation of [https://github.com/synfig/synfig/issues/648| #648 - GUI: Play a sound when rendering is done], it could be useful to keep a track of the way to implement a new sound notification in SynfigStudio | |
+ | This tutorial will be divided in 2 parts: | ||
+ | * Adding the sound notification | ||
+ | * Adding an option to Preferences dialog | ||
− | === | + | == Adding the sound notification == |
− | + | ||
− | + | === synfig-studio/sounds/ === | |
− | + | * Add your sample in this directory in your source tree<br /> | |
+ | * Add a notice about the license of your sample in ''readme.txt'' (the asset should have a permissive license)<br /> | ||
+ | * Add your sound sample to the list in ''Makefile.am'' | ||
− | You could add a bool | + | === synfig-studio/src/gui/app.h === |
− | bool | + | * Declare the sound (Mix_Chunk*) as a static member. |
+ | //The sound effects that will be used | ||
+ | static Mix_Chunk* gRenderDone; | ||
+ | |||
+ | ''You could add a bool declared as a static member for an option to play the sound (to be defined in Preferences dialog).'' | ||
+ | static bool use_render_done_sound; | ||
=== synfig-studio/src/gui/app.cpp === | === synfig-studio/src/gui/app.cpp === | ||
− | Initialize the sound (Mix_Chunk*) to NULL. | + | * Initialize the sound (Mix_Chunk*) to NULL.<br /> |
You could find the gRenderDone and add it after. | You could find the gRenderDone and add it after. | ||
+ | Mix_Chunk* App::gRenderDone = NULL; | ||
− | + | ''As well you may initialize the bool for allow to play the sound; this will be connected later in the Preferences dialog'' | |
− | + | bool App::use_render_done_sound = true; | |
− | + | * Locate this part (at the end of the constructor App::App ) | |
− | + | path_to_sounds += ETL_DIRECTORY_SEPARATOR; | |
− | + | and load your sound as follow (the volume is set at 50% if success) | |
+ | //Load sound effects | ||
+ | App::gRenderDone = Mix_LoadWAV( (path_to_sounds + "renderdone.wav").c_str() ); | ||
+ | if ( App::gRenderDone == NULL ) { | ||
+ | synfig::error( _("SDL_mixer could not load gRenderDone : %s\n"), Mix_GetError() ); | ||
+ | } else { | ||
+ | Mix_VolumeChunk(App::gRenderDone, MIX_MAX_VOLUME/2); | ||
+ | } | ||
+ | * Finally, free the sound in the destructor App::~App(and NULL the pointer) | ||
+ | //<!- ----- SDL2 - Sound effects ----- | ||
+ | //Free the sound effects | ||
+ | Mix_FreeChunk( App::gRenderDone ); | ||
+ | App::gRenderDone = NULL; | ||
=== synfig-studio/src/gui/<yourSource>.cpp === | === synfig-studio/src/gui/<yourSource>.cpp === | ||
− | You should add | + | * You should add |
#include <SDL2/SDL.h> | #include <SDL2/SDL.h> | ||
#include <SDL2/SDL_mixer.h> | #include <SDL2/SDL_mixer.h> | ||
− | + | * Add your sound effect play where it should be (end of an event for example)<br /> | |
− | Add your sound effect play where it should be (end of an event for example) | + | You have 2 possibilities after this<br /> |
+ | 1) Play directly without control in the preferences | ||
//Sound effect - RenderDone (-1 : play on first free channel, 0 : no repeat) | //Sound effect - RenderDone (-1 : play on first free channel, 0 : no repeat) | ||
Mix_PlayChannel( -1, App::gRenderDone, 0 ); | Mix_PlayChannel( -1, App::gRenderDone, 0 ); | ||
+ | '''or'''<br /> | ||
+ | 2) ''Play according the preferences'' | ||
+ | //Sound effect - RenderDone (-1 : play on first free channel, 0 : no repeat) | ||
+ | if (App::use_render_done_sound) Mix_PlayChannel( -1, App::gRenderDone, 0 ); | ||
+ | == Adding an option to Preferences dialog == | ||
+ | In the first part we added ''use_render_done_sound'' to prepare a preference option.<br /> | ||
+ | It will be a toggle ''toggle_play_sound_on_render_done'' in Preferences/Render tab | ||
+ | === synfig-studio/src/gui/dialogs/dialog_setup.h === | ||
+ | * In class Dialog_Setup<br /> | ||
+ | add the declaration of the "changed" handler | ||
+ | void on_play_sound_on_render_done_changed(); | ||
+ | and the corresponding Switch control | ||
+ | Gtk::Switch toggle_play_sound_on_render_done; | ||
+ | === synfig-studio/src/gui/dialogs/dialog_setup.cpp === | ||
+ | * Find in which page and which position you will add your option (named ''toggle_play_sound_on_render_done'', here in ''Dialog_Setup::create_render_page(PageInfo pi)'') | ||
+ | // Render - Render Done sound | ||
+ | attach_label(pi.grid, _("Chime on render done"), ++row); | ||
+ | pi.grid->attach(toggle_play_sound_on_render_done, 1, row, 1, 1); | ||
+ | toggle_play_sound_on_render_done.set_halign(Gtk::ALIGN_START); | ||
+ | toggle_play_sound_on_render_done.set_hexpand(false); | ||
+ | toggle_play_sound_on_render_done.set_tooltip_text(_("A chime is played when render has finished.")); | ||
+ | toggle_play_sound_on_render_done.property_active() | ||
+ | .signal_changed() | ||
+ | .connect(sigc::mem_fun(*this, &Dialog_Setup::on_play_sound_on_render_done_changed)); | ||
+ | * In ''Dialog_Setup::on_apply_pressed()'' | ||
+ | // Set the use of a render done sound | ||
+ | App::use_render_done_sound = toggle_play_sound_on_render_done.get_active(); | ||
+ | * Create the handler | ||
+ | void | ||
+ | Dialog_Setup::on_play_sound_on_render_done_changed() | ||
+ | { | ||
+ | App::use_render_done_sound = toggle_play_sound_on_render_done.get_active(); | ||
+ | } | ||
+ | * In ''Dialog_Setup::refresh()'' | ||
+ | // Refresh the status of the render done sound flag | ||
+ | toggle_play_sound_on_render_done.set_active(App::use_render_done_sound); | ||
+ | === synfig-studio/src/gui/app.cpp === | ||
+ | * In ''class Preferences'', | ||
+ | among the saving parts | ||
+ | if(key=="use_render_done_sound") | ||
+ | { | ||
+ | value=strprintf("%i",(int)App::use_render_done_sound); | ||
+ | return true; | ||
+ | } | ||
+ | and among the loading parts | ||
+ | if(key=="use_render_done_sound") | ||
+ | { | ||
+ | int i(atoi(value.c_str())); | ||
+ | App::use_render_done_sound=i; | ||
+ | return true; | ||
+ | } | ||
+ | * In the ret.push_back part, add | ||
+ | ret.push_back("use_render_done_sound"); | ||
+ | * In ''restore_default_settings()'', add a default value | ||
+ | synfigapp::Main::settings().set_value("use_render_done_sound", "1"); | ||
+ | |||
+ | |||
+ | Dont forget some parts have been done in the first section<br /> | ||
+ | Hoping it will be sufficient to understand the whole system :) |
Latest revision as of 01:54, 19 December 2018
After the implementation of #648 - GUI: Play a sound when rendering is done, it could be useful to keep a track of the way to implement a new sound notification in SynfigStudio
This tutorial will be divided in 2 parts:
- Adding the sound notification
- Adding an option to Preferences dialog
Adding the sound notification
synfig-studio/sounds/
- Add your sample in this directory in your source tree
- Add a notice about the license of your sample in readme.txt (the asset should have a permissive license)
- Add your sound sample to the list in Makefile.am
synfig-studio/src/gui/app.h
- Declare the sound (Mix_Chunk*) as a static member.
//The sound effects that will be used static Mix_Chunk* gRenderDone;
You could add a bool declared as a static member for an option to play the sound (to be defined in Preferences dialog).
static bool use_render_done_sound;
synfig-studio/src/gui/app.cpp
- Initialize the sound (Mix_Chunk*) to NULL.
You could find the gRenderDone and add it after.
Mix_Chunk* App::gRenderDone = NULL;
As well you may initialize the bool for allow to play the sound; this will be connected later in the Preferences dialog
bool App::use_render_done_sound = true;
- Locate this part (at the end of the constructor App::App )
path_to_sounds += ETL_DIRECTORY_SEPARATOR;
and load your sound as follow (the volume is set at 50% if success)
//Load sound effects App::gRenderDone = Mix_LoadWAV( (path_to_sounds + "renderdone.wav").c_str() ); if ( App::gRenderDone == NULL ) { synfig::error( _("SDL_mixer could not load gRenderDone : %s\n"), Mix_GetError() ); } else { Mix_VolumeChunk(App::gRenderDone, MIX_MAX_VOLUME/2); }
- Finally, free the sound in the destructor App::~App(and NULL the pointer)
//<!- ----- SDL2 - Sound effects ----- //Free the sound effects Mix_FreeChunk( App::gRenderDone ); App::gRenderDone = NULL;
synfig-studio/src/gui/<yourSource>.cpp
- You should add
#include <SDL2/SDL.h> #include <SDL2/SDL_mixer.h>
- Add your sound effect play where it should be (end of an event for example)
You have 2 possibilities after this
1) Play directly without control in the preferences
//Sound effect - RenderDone (-1 : play on first free channel, 0 : no repeat) Mix_PlayChannel( -1, App::gRenderDone, 0 );
or
2) Play according the preferences
//Sound effect - RenderDone (-1 : play on first free channel, 0 : no repeat) if (App::use_render_done_sound) Mix_PlayChannel( -1, App::gRenderDone, 0 );
Adding an option to Preferences dialog
In the first part we added use_render_done_sound to prepare a preference option.
It will be a toggle toggle_play_sound_on_render_done in Preferences/Render tab
synfig-studio/src/gui/dialogs/dialog_setup.h
- In class Dialog_Setup
add the declaration of the "changed" handler
void on_play_sound_on_render_done_changed();
and the corresponding Switch control
Gtk::Switch toggle_play_sound_on_render_done;
synfig-studio/src/gui/dialogs/dialog_setup.cpp
- Find in which page and which position you will add your option (named toggle_play_sound_on_render_done, here in Dialog_Setup::create_render_page(PageInfo pi))
// Render - Render Done sound attach_label(pi.grid, _("Chime on render done"), ++row); pi.grid->attach(toggle_play_sound_on_render_done, 1, row, 1, 1); toggle_play_sound_on_render_done.set_halign(Gtk::ALIGN_START); toggle_play_sound_on_render_done.set_hexpand(false); toggle_play_sound_on_render_done.set_tooltip_text(_("A chime is played when render has finished.")); toggle_play_sound_on_render_done.property_active() .signal_changed() .connect(sigc::mem_fun(*this, &Dialog_Setup::on_play_sound_on_render_done_changed));
- In Dialog_Setup::on_apply_pressed()
// Set the use of a render done sound App::use_render_done_sound = toggle_play_sound_on_render_done.get_active();
- Create the handler
void Dialog_Setup::on_play_sound_on_render_done_changed() { App::use_render_done_sound = toggle_play_sound_on_render_done.get_active(); }
- In Dialog_Setup::refresh()
// Refresh the status of the render done sound flag toggle_play_sound_on_render_done.set_active(App::use_render_done_sound);
synfig-studio/src/gui/app.cpp
- In class Preferences,
among the saving parts
if(key=="use_render_done_sound") { value=strprintf("%i",(int)App::use_render_done_sound); return true; }
and among the loading parts
if(key=="use_render_done_sound") { int i(atoi(value.c_str())); App::use_render_done_sound=i; return true; }
- In the ret.push_back part, add
ret.push_back("use_render_done_sound");
- In restore_default_settings(), add a default value
synfigapp::Main::settings().set_value("use_render_done_sound", "1");
Dont forget some parts have been done in the first section
Hoping it will be sufficient to understand the whole system :)