Dev:Adding a Sound notification
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;
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;
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 : public synfigapp::Settings,
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");
Dont forget some parts have been done in the first section Hoping it will be sufficient to understand the whole system :)