Dev:Adding a Sound notification
From Synfig Studio :: Documentation
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
Contents
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).
bool App::use_render_done_sound = true;
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 add a 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 );