Class Rubygame::Mixer::Music
In: lib/rubygame/deprecated_mixer.rb
Parent: Object

*NOTE:* This class is DEPRECATED and will be removed in Rubygame 3.0. Please use the Rubygame::Music class instead.

The Music class is used for playing music from a file. It supports WAVE, MOD, MIDI, OGG, and MP3 files. There are two important differences between Music and Sample:

  1. Music streams the music from disk, which means it can start faster and uses less memory than Sample, which loads the entire file into memory. This is especially important for music files, which are often several minutes long.
  2. There can only be one Music instance playing at once, while there can be many Samples playing at once. If you play a second Music while one is already playing, the first one will be stopped. See play.

Methods

fade_in   fade_out   fading?   jump   load_audio   new   pause   paused?   play   playing?   resume   rewind   stop   volume   volume=  

Public Class methods

*NOTE:* Rubygame::Mixer::Music is DEPRECATED and will be removed in Rubygame 3.0. Please use the Rubygame::Music class instead.

Load music from a file. Supports WAV, MOD, MIDI, OGG, and MP3 formats.

Raises SDLError if the music could not be loaded.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 331
  def self.load_audio
    Rubygame.deprecated( "Rubygame::Mixer::Music", "3.0" )

    music = SDL::Mixer.LoadMUS( filename )

    if( music.pointer.null? )
      raise( Rubygame::SDLError,
             "Error loading audio music from file `%s': %s"%
             [filename, SDL.GetError()] )
    end

    return new( music )
  end

call-seq: new

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 351
  def initialize( struct=nil )
    @struct = struct
  end

Public Instance methods

Play the music, fading in and repeating a certain number of times. See also play.

Raises SDLError if something goes wrong.

fade_time:Time in seconds for the fade-in effect to complete.
repeats:Number of extra times to play through the music. -1 plays the music forever until it is stopped. Defaults to 0, play only once (no repeats).
start:Time to start from, in seconds since the beginning. Defaults to 0, the beginning of the song. Non-zero values only work for OGG and MP3; other music types will raise SDLError.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 495
  def fade_in( fade_time, repeats=0, start=0 )
    fade_time *= 1000 # convert to milliseconds
    repeats = (repeats or 0)
    start   = (start   or 0)

    # Adjust so repeats means the same as it does for Samples
    repeats += 1 if repeats > -1

    result =
      if( start == 0 )
        SDL::Mixer.FadeInMusic( @struct, repeats, fade_time )
      else
        SDL::Mixer.FadeInMusicPos( @struct, repeats, fade_time, start )
      end

    if( result < 0 )
      raise Rubygame::SDLError, "Error fading in music: #{SDL.GetError()}"
    end

    return self
  end

Gradually fade the music to silence over fade_length seconds. After the fade is complete, the music will be automatically stopped.

Raises SDLError if something goes wrong.

fade_time:Time until the music is totally silent, in seconds.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 525
  def fade_out( fade_time )
    fade_time *= 1000 # convert to milliseconds

    result = SDL::Mixer.FadeOutMusic( fade_time )

    if( result < 0 )
      raise Rubygame::SDLError, "Error fading out music: #{SDL.GetError()}"
    end
  end

True if the music is fading in or out (or either). You can specify direction as :in/:out to check only fading in/out; otherwise, it will return true if it’s fading either way.

direction::in, :out, or nil if you don’t care which.
Returns:true if the music is fading in the given direction.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 543
  def fading?( direction=nil )
    case direction
    when :in
      return (SDL::Mixer.FadingMusic() == SDL::Mixer::FADING_IN)
    when :out
      return (SDL::Mixer.FadingMusic() == SDL::Mixer::FADING_OUT)
    else
      return (SDL::Mixer.FadingMusic() != SDL::Mixer::NO_FADING)
    end
  end

Jump to a certain time in the music. Only works when music is playing or paused (but not stopped). Only works for OGG and MP3 files.

Raises SDLError if something goes wrong, or if the music type does not support setting the position.

time:Time to jump to, in seconds from the beginning.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 429
  def jump( time )
    case SDL::Mixer.GetMusicType(nil)
    when SDL::Mixer::MUS_OGG, SDL::Mixer::MUS_MP3

      SDL::Mixer::RewindMusic() # Needed for MP3, and OK with OGG

      result = SDL::Mixer.SetmusicPosition( time )
      
      if( result < 0 )
        raise( Rubygame::SDLError,
               "Error jumping to time in music: #{SDL.GetError()}" )
      end

    when SDL::Mixer::MUS_NONE
      raise Rubygame::SDLError, "Cannot jump when no music is playing."
    else
      raise Rubygame::SDLError, "Music type does not support jumping."
    end
  end

Pause playback of the playing music. You can later resume playback from the point where you paused. Safe to use on already-paused music. See also play_music.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 394
  def pause
    SDL::Mixer::PauseMusic()
    return self
  end

Returns true if the music is currently paused.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 459
  def paused?
    return SDL::Mixer::PausedMusic()
  end

Play music, repeating a certain number of extra times. If any music was already playing, that music will be stopped first, and this music will start.

Raises SDLError if something goes wrong.

This method takes these arguments:

repeats:how many extra times to play the music. Can be -1 to repeat forever until it is stopped.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 366
  def play( repeats=0 )
    # Adjust so repeats means the same as it does for Samples
    repeats += 1 if repeats > -1

    result = SDL::Mixer.PlayMusic( @struct, repeats )

    if( result < 0 )
      raise Rubygame::SDLError, "Error playing music: #{SDL.GetError()}"
    end

    return self
  end

Returns true if the music is currently playing.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 452
  def playing?
    return SDL::Mixer::PlayingMusic()
  end

Resume playback of paused music from the point it was paused. Safe to use on already-playing music. See also play.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 404
  def resume
    SDL::Mixer::ResumeMusic()
    return self
  end

Rewind the music to the start. This is safe to use on stopped, paused, and playing music. Only works for MOD, OGG, MP3, and MIDI (but not WAV).

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 414
  def rewind
    SDL::Mixer::RewindMusic()
    return self
  end

Stop playback of music. See also play

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 383
  def stop
    SDL::Mixer::HaltMusic()
    return self
  end

Returns the current volume level of the music. 0.0 is total silence, 1.0 is maximum volume.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 467
  def volume
    return (SDL::Mixer::VolumeMusic(-1).to_f / SDL::Mixer::MAX_VOLUME)
  end

Sets the volume level of the music. 0.0 is total silence, 1.0 is maximum volume.

[Source]

# File lib/rubygame/deprecated_mixer.rb, line 475
  def volume=( new_volume )
    SDL::Mixer.VolumeMusic( (volume * SDL::Mixer::MAX_VOLUME).to_i )
    return new_volume
  end

[Validate]