Class | Rubygame::Music
In: | lib/rubygame/music.rb
Parent: | Object

IMPORTANT: this class only exists if SDL_mixer is available! Your code should check "defined?(Rubygame::Music) != nil" to see if you can use this class, or be prepared to rescue from NameError.

Music holds a song, streamed from an audio file (see load for supported formats). There are two important differences between the Music and Sound classes:

1. Only one Music can be playing. If you try to play a second song, the first one will be stopped.
2. Music doesn‘t load the entire audio file, so it can begin quickly and doesn‘t use much memory. This is good, because music files are usually much longer than sound effects!

Music can play, pause/unpause, stop, rewind, jump_to another time, adjust volume, and fade_out (fade in by passing an option to play).

Music includes the Rubygame::NamedResource mixin module, which can perform autoloading of music on demand, among other things.

### Methods

autoload current_music fade_out fading? initialize_copy jump_to load new pause paused? play playing? rewind stop stopped? unpause volume volume=

### Included Modules

Rubygame::NamedResource

### Public Class methods

autoload( filename )

Searches each directory in Music.autoload_dirs for a file with the given filename. If it finds that file, loads it and returns a Music instance. If it doesn‘t find the file, returns nil.

See Rubygame::NamedResource for more information about this functionality.

current_music()
load( filename )

Load the given audio file. Supported file formats are WAVE, MOD, MIDI, OGG, and MP3.

filename: | Full or relative path to the file. (String, required)
Returns: | The new Music instance. (Music)
May raise: | SDLError, if the music file could not be loaded.

new

*NOTE*: Don‘t use this method. Use Music.load.

Raises NotImplementedError.

### Public Instance methods

fade_out( fade_time )

Fade out to silence over the given number of seconds. Once the music is silent, it is automatically stopped.

Returns: | The receiver (self).

*NOTE*: If the music is currently paused, the fade will start, but you won‘t be able to hear it happening unless you unpause during the fade.

Does nothing if the music is currently stopped.

fading?( direction=:either )

True if the Music is currently fading in or out. See also play and fade_out.

direction: | Check if it is fading :in, :out, or :either. (Symbol, required)

clone( other ) → music
dup( other ) → music

Create a copy of the given Music instance. More efficient than using load to load the music file again.

other: | An existing Music instance. (Music, required)
Returns: | The new Music instance. (Music)

*NOTE*: clone and dup do slightly different things; clone will copy the ‘frozen’ state of the object, while dup will create a fresh, un-frozen object.

jump_to( time )

Jump to any time in the Music, in seconds since the beginning. If the Music was paused, it will still be paused again after the jump. Does nothing if the Music was stopped.

*NOTE*: Only works for OGG and MP3 formats! Other formats (e.g. WAV) will usually raise SDLError.

time: | the time to jump to, in seconds since the beginning of the song. (Numeric, required)
May raise: | SDLError if something goes wrong, or if the music type does not support jumping.

*CAUTION*: This method may be unreliable (and could even crash!) if you jump to a time after the end of the song. Unfortunately, SDL_Mixer does not provide a way to find the song‘s length, so Rubygame cannot warn you if you go off the end. Be careful!

pause()

Pause the Music. Unlike stop, it can be unpaused later to resume from where it was paused. See also unpause and paused?.

Returns: | The receiver (self).

*NOTE*: Does nothing if the music is not currently playing.

paused?()

True if the Music is currently paused (not playing and not stopped). See also playing? and stopped?.

play( options={:fade_in => 0, :repeats => 0, :start_at => 0} )

Play the Music, optionally fading in, repeating a certain number of times (or forever), and/or starting at a certain position in the song.

See also pause and stop.

options: | Hash of options, listed below. (Hash, required)

      :fade_in::     Fade in from silence over the given number of
                     seconds. Default: 0. (Numeric, optional)
      :repeats::     Repeat the music the given number of times, or
                     forever (or until stopped) if -1. Default: 0.
                     (Integer, optional)
      :start_at::    Start playing the music at the given time in the
                     song, in seconds. Default: 0. (Numeric, optional)
                     **NOTE**: Non-zero start times only work for
                     OGG and MP3 formats! Please refer to #jump.

Returns: | The receiver (self).
May raise: | SDLError, if the audio device could not be opened, or if the music file could not be played, or if you used :start_at with an unsupported format.

*NOTE*: Only one music can be playing at once. If any music is already playing (or paused), it will be stopped before playing the new music.

Example:

      # Fade in over 2 seconds, play 4 times (1 + 3 repeats),
      # starting at 60 seconds since the beginning of the song.
      music.play( :fade_in => 2, :repeats => 3, :start_at => 60 );

playing?()

True if the Music is currently playing (not paused and not stopped). See also paused? and stopped?.

rewind()

Rewind the Music to the beginning. If the Music was paused, it will still be paused after the rewind. Does nothing if the Music is stopped.

stop()

Stop the Music. Unlike pause, the music must be played again from the beginning, it cannot be resumed from it was stopped.

Returns: | The receiver (self).

*NOTE*: Does nothing if the music is not currently playing or paused.

stopped?()

True if the Music is currently stopped (not playing and not paused). See also playing? and paused?.

unpause()

Unpause the Music, if it is currently paused. Resumes from where it was paused. See also pause and paused?.

Returns: | The receiver (self).

*NOTE*: Does nothing if the music is not currently paused.

volume()

Return the volume level of the music. 0.0 is totally silent, 1.0 is full volume.

*NOTE*: Ignores fading in or out.

volume=( new_vol )

Set the new volume level of the music. 0.0 is totally silent, 1.0 is full volume. The new volume will be clamped to this range if it is too small or too large.

Volume cannot be set while the music is fading in or out. Be sure to check fading? or rescue from SDLError when using this method.

May raise: | SDLError if the music is fading in or out.

[Validate]