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# Copyright (c) 2016 Timm Murray |
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# All rights reserved. |
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# |
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# Redistribution and use in source and binary forms, with or without |
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# modification, are permitted provided that the following conditions are met: |
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# |
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# * Redistributions of source code must retain the above copyright notice, |
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# this list of conditions and the following disclaimer. |
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# * Redistributions in binary form must reproduce the above copyright |
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# notice, this list of conditions and the following disclaimer in the |
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# documentation and/or other materials provided with the distribution. |
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# |
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
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# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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# ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
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# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
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# CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
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# SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
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# INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
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# CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
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# POSSIBILITY OF SUCH DAMAGE. |
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package Game::Asset::SDLSound; |
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$Game::Asset::SDLSound::VERSION = '0.1'; |
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# ABSTRACT: Load sound files out of Game::Asset files for playing in SDL |
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use strict; |
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use warnings; |
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use Moose; |
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use namespace::autoclean; |
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use SDL (); |
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use SDL::Mixer (); |
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use SDL::Mixer::Music (); |
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use SDL::RWOps (); |
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use constant type => 'sound'; |
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with 'Game::Asset::Type'; |
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has '_sound' => ( |
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is => 'rw', |
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isa => 'Maybe[SDL::RWOps]', |
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); |
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sub play |
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{ |
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my ($self) = @_; |
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my $music = SDL::Mixer::Music::load_MUS_RW( $self->_sound ); |
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SDL::Mixer::Music::play_music( $music, 0 ); |
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return; |
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} |
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sub _process_content |
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{ |
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my ($self, $content) = @_; |
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my $rw = SDL::RWOps->new_const_mem( $content ); |
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$self->_sound( $rw ); |
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return; |
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} |
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no Moose; |
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__PACKAGE__->meta->make_immutable; |
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1; |
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__END__ |
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=head1 NAME |
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Game::Asset::SDLSound - Load sound files out of Game::Asset files for playing in SDL |
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=head1 SYNOPSIS |
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my $asset = Game::Asset->new({ |
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file => 't_data/test.zip', |
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}); |
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my $sound = $asset->get_by_name( 'test_wav' ); |
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my $sdl = Game::Asset::SDLSound::Manager->new; |
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$sdl->init; |
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$sound->play; |
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while( $sdl->is_playing ) { } |
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$sdl->finish; |
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# In your index.yml for the Game::Asset archive, add: |
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flac: Game::Asset::SDLSound |
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mp3: Game::Asset::SDLSound |
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ogg: Game::Asset::SDLSound |
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wav: Game::Asset::SDLSound |
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=head1 DESCRIPTION |
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Loads sound files from a L<Game::Asset> archive for playing in SDL. Support |
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is provided for FLAC, OGG, MP3, and WAV files. Note that which of these can |
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be played will depend on how your SDL_Mixer library is compiled. For more |
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information on supported formats, see L<SDL::Mixer>. |
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=head1 METHODS |
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=head2 play |
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Starts playing the sound. Before calling this, you will need to setup the |
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SDL mixer environment. See L<Game::Asset::SDLSound::Manager> for more |
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information. |
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=head1 SEE ALSO |
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=over 4 |
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=item * L<SDL::Mixer> |
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=item * L<SDL::Mixer::Music> |
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=back |
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=head1 LICENSE |
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Copyright (c) 2016 Timm Murray |
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All rights reserved. |
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Redistribution and use in source and binary forms, with or without |
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modification, are permitted provided that the following conditions are met: |
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* Redistributions of source code must retain the above copyright notice, |
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this list of conditions and the following disclaimer. |
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* Redistributions in binary form must reproduce the above copyright |
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notice, this list of conditions and the following disclaimer in the |
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documentation and/or other materials provided with the distribution. |
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
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POSSIBILITY OF SUCH DAMAGE. |
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=cut |