Effects update
[sdlgit/SDL-Site.git] / pages / SDL-Mixer-Effects.html-inc
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d49f81db 1<div class="pod">
2<!-- INDEX START -->
3<h3 id="TOP">Index</h3>
4
5<ul><li><a href="#NAME">NAME</a></li>
b5d537cc 6<li><a href="#CATEGORY">CATEGORY</a></li>
b5d537cc 7<li><a href="#METHODS">METHODS</a>
90d38009 8<ul><li><a href="#register">register</a></li>
9<li><a href="#unregister">unregister</a></li>
10<li><a href="#unregister_all">unregister_all</a></li>
b5d537cc 11<li><a href="#set_post_mix">set_post_mix</a></li>
90d38009 12<li><a href="#set_distance">set_distance</a></li>
13<li><a href="#set_panning">set_panning</a></li>
14<li><a href="#set_position">set_position</a></li>
15<li><a href="#set_reverse_stereo">set_reverse_stereo</a>
b5d537cc 16</li>
17</ul>
d49f81db 18</li>
19</ul><hr />
20<!-- INDEX END -->
21
22<h1 id="NAME">NAME</h1><p><a href="#TOP" class="toplink">Top</a></p>
23<div id="NAME_CONTENT">
90d38009 24<p>SDL::Mixer::Effects - sound effect functions</p>
d49f81db 25
26</div>
27<h1 id="CATEGORY">CATEGORY</h1><p><a href="#TOP" class="toplink">Top</a></p>
28<div id="CATEGORY_CONTENT">
b5d537cc 29<p>Mixer</p>
30
31</div>
b5d537cc 32<h1 id="METHODS">METHODS</h1><p><a href="#TOP" class="toplink">Top</a></p>
33<div id="METHODS_CONTENT">
34
35</div>
90d38009 36<h2 id="register">register</h2>
37<div id="register_CONTENT">
38<pre> SDL::Mixer::Effects::register( $channel, $effect_callback, $done_callback, $arg );
39
40</pre>
41<p>Hook a processor function into a channel for post processing effects. You may just be reading the data and displaying it, or you may be altering
42the stream to add an echo. Most processors also have state data that they allocate as they are in use, this would be stored in the <code>$arg</code> data
43space. When a processor is finished being used, any function passed into <code>$done_callback</code> will be called.</p>
44<p>The effects are put into a linked list, and always appended to the end, meaning they always work on previously registered effects output.</p>
45<p>Returns: Zero on errors, such as a nonexisting channel.</p>
46<p><strong>Note</strong>: Passing MIX_CHANNEL_POST will register the <code>$effect_callback</code> as an postmix effect.</p>
47<p><strong>Note</strong>: Do not use this on a threaded perl. This will crash.</p>
48<p>Example:</p>
49<pre> use SDL;
50 use SDL::Mixer;
51 use SDL::Mixer::Channels;
52 use SDL::Mixer::Effects;
53 use SDL::Mixer::Samples;
54
55 my @last_stream = ();
56 my $echo_effect_func = sub
57 {
58 my $channel = shift;
59 my $samples = shift;
60 my $position = shift;
61 my @stream = @_;
62
63 my @stream2 = @stream;
64 my $offset = $samples / 2;
65 for(my $i = 0; $i &lt; $samples; $i+=2)
66 {
67 if($i &lt; $offset)
68 {
69 if(scalar(@last_stream) == $samples)
70 {
71 $stream2[$i] = $stream[$i] * 0.6 + $last_stream[$samples + $i - $offset] * 0.4; # left
72 $stream2[$i + 1] = $stream[$i + 1] * 0.6 + $last_stream[$samples + $i - $offset + 1] * 0.4; # right
73 }
74 }
75 else
76 {
77 $stream2[$i] = $stream[$i] * 0.6 + $stream[$i - $offset] * 0.4; # left
78 $stream2[$i + 1] = $stream[$i + 1] * 0.6 + $stream[$i - $offset + 1] * 0.4; # right
79 }
80 }
81
82 @last_stream = @stream;
83 return @stream2;
84 };
85
86 my $effect_done = sub
87 {
88 # you may do something here
89 };
90
91 SDL::Mixer::open_audio( 44100, SDL::Constants::AUDIO_S16, 2, 1024 );
92
93 my $playing_channel = SDL::Mixer::Channels::play_channel( -1, SDL::Mixer::Samples::load_WAV('test/data/sample.wav'), -1 );
94 SDL::Mixer::Effects::register($playing_channel, $echo_effect_func, $effect_done, 0);
95 SDL::delay(2000);
96 SDL::Mixer::Effects::unregister($playing_channel, $echo_effect_func);
97
98 SDL::Mixer::close_audio();
99 SDL::quit();
100
101</pre>
102
103</div>
104<h2 id="unregister">unregister</h2>
105<div id="unregister_CONTENT">
106<pre> SDL::Mixer::Effects::unregister( $channel, $effect_callback );
107
108</pre>
109<p>Remove the registered effect function from the effect list for channel.
110If the channel is active the registered effect will have its <code>$done_callback</code> function called, if it was specified in
111<a href="/SDL-Mixer-Effects.html#register">SDL::Mixer::Effects::register</a>.</p>
112<p>Returns: Zero on errors, such as invalid channel, or effect function not registered on channel. </p>
113<p><strong>Note</strong>: Do not use this on a threaded perl. This will crash.</p>
114
115</div>
116<h2 id="unregister_all">unregister_all</h2>
117<div id="unregister_all_CONTENT">
118<pre> SDL::Mixer::Effects::unregister_all( $channel );
119
120</pre>
121<p>This removes all effects registered to <code>$channel</code>. If the channel is active all the registered effects will have their <code>$done_callback</code>
122functions called, if they were specified in <a href="/SDL-Mixer-Effects.html#register">SDL::Mixer::Effects::register</a>.</p>
123<p>Returns: Zero on errors, such as channel not existing. </p>
124<p><strong>Note</strong>: Do not use this on a threaded perl. This will crash.</p>
b5d537cc 125
126</div>
127<h2 id="set_post_mix">set_post_mix</h2>
128<div id="set_post_mix_CONTENT">
90d38009 129<pre> SDL::Mixer::Effects::set_post_mix( $effect_callback, $arg );
130
131</pre>
132<p>Hook a processor function to the postmix stream for post processing effects. You may just be reading the data and displaying it, or you may be
133altering the stream to add an echo. This processor is never really finished, until you call it without arguments.
134There can only be one postmix function used at a time through this method. Use <a href="/SDL-Mixer-Effects.html#register">SDL::Mixer::Effects::register</a> with MIX_CHANNEL_POST to use multiple postmix processors.
135This postmix processor is run AFTER all the registered postmixers set up by <a href="/SDL-Mixer-Effects.html#register">SDL::Mixer::Effects::register</a>. </p>
136<p><strong>Note</strong>: Do not use this on a threaded perl. This will crash.</p>
137
138</div>
139<h2 id="set_distance">set_distance</h2>
140<div id="set_distance_CONTENT">
141<pre> SDL::Mixer::Effects::set_distance( $channel, $distance );
142
143</pre>
144<p>This effect simulates a simple attenuation of volume due to distance. The volume never quite reaches silence, even at max distance (<code>255</code>).</p>
145<p>NOTE: Using a distance of <code>0</code> will cause the effect to unregister itself from channel. You cannot unregister it any other way, unless you use
146<a href="/SDL-Mixer-Effects.html#unregister_all">SDL::Mixer::Effects::unregister_all</a> on the channel.</p>
147<p>Returns: Zero on errors, such as an invalid channel, or if Mix_RegisterEffect failed. </p>
b5d537cc 148
149</div>
150<h2 id="set_panning">set_panning</h2>
151<div id="set_panning_CONTENT">
90d38009 152<pre> SDL::Mixer::Effects::set_panning( $channel, $left, $right );
153
154</pre>
155<p>This effect will only work on stereo audio. Meaning you called <a href="/SDL-Mixer.html#open_audio">SDL::Mixer::open_audio</a> with 2 channels. </p>
156<p><strong>Note</strong>: Setting both left and right to 255 will unregister the effect from channel. You cannot unregister it any other way, unless you use
157<a href="/SDL-Mixer-Effects.html#unregister_all">SDL::Mixer::Effects::unregister_all</a> on the channel.</p>
158<p><strong>Note</strong>: Using this function on a mono audio device will not register the effect, nor will it return an error status.</p>
159<p>Returns: Zero on errors, such as bad channel, or if <a href="/SDL-Mixer-Effects.html#register">SDL::Mixer::Effects::register</a> failed. </p>
160
161</div>
162<h2 id="set_position">set_position</h2>
163<div id="set_position_CONTENT">
164<pre> SDL::Mixer::Effects::set_position( $channel, $angle, $distance );
165
166</pre>
167<p>This effect emulates a simple 3D audio effect. It's not all that realistic, but it can help improve some level of realism. By giving it the
168angle and distance from the camera's point of view, the effect pans and attenuates volumes.</p>
169<p><code>$angle</code> is the direction in relation to forward from 0 to 360 degrees. Larger angles will be reduced to this range using angles % 360.</p>
170<ul>
171 <li>0 = directly in front. </li>
172 <li>90 = directly to the right. </li>
173 <li>180 = directly behind. </li>
174 <li>270 = directly to the left.</li>
175</ul>
176
177<p>So you can see it goes clockwise starting at directly in front.</p>
178<p><code>$distance</code> is <code>0</code>(close/loud) to <code>255</code>(far/quiet).</p>
179<p><strong>Note</strong>: Using angle and distance of <code>0</code>, will cause the effect to unregister itself from channel. You cannot unregister it any other way,
180unless you use <a href="/SDL-Mixer-Effects.html#unregister_all">SDL::Mixer::Effects::unregister_all</a> on the channel.</p>
181<p>Returns: Zero on errors, such as an invalid channel, or if <code>SDL::Mixer::Effects::register</code> failed. </p>
182
183</div>
184<h2 id="set_reverse_stereo">set_reverse_stereo</h2>
185<div id="set_reverse_stereo_CONTENT">
186<pre> SDL::Mixer::Effects::set_reverse_stereo( $channel, $flip );
187
188</pre>
189<p>If you pass <code>1</code> to <code>$flip</code> it simple reverse stereo, swaps left and right channel sound.</p>
190<p><strong>Note</strong>: Using a flip of <code>0</code>, will cause the effect to unregister itself from channel. You cannot unregister it any other way, unless you use
191<a href="/SDL-Mixer-Effects.html#register">SDL::Mixer::Effects::register</a> on the channel. </p>
d49f81db 192
193</div>
194</div>