Difference between revisions of "Dev:Adding a Sound notification"

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=== WIP ===
+
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
  
=== synfig-studio/src/gui/app.h ===
 
Declare the sound (Mix_Chunk*) as a static member.
 
  
  //The sound effects that will be used
+
== Adding the sound notification ==
  static Mix_Chunk* gRenderDone;
+
  
You could add a bool declare as a static member for an option to play.
+
=== 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
 +
 
 +
=== 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;
 
  bool      App::use_render_done_sound = true;
  
 
=== 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;
 
  Mix_Chunk* App::gRenderDone          = NULL;
  
As well you may add a bool for  
+
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;
 
  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)
+
* Add your sound effect play where it should be (end of an event for example)<br />
 +
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 );

Revision as of 21:40, 16 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).

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 );