Provided by: libsdl-perl_2.548-5build1_amd64 

NAME
SDL::Mixer::Effects - sound effect functions
CATEGORY
Mixer
METHODS
register
SDL::Mixer::Effects::register( $channel, $effect_callback, $done_callback, $arg );
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 the 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 $arg data space. When a processor is
finished being used, any function passed into $done_callback will be called.
The effects are put into a linked list, and always appended to the end, meaning they always work on
previously registered effects output.
Returns: Zero on errors, such as a nonexisting channel.
Note: Passing MIX_CHANNEL_POST will register the $effect_callback as an postmix effect.
Note: Do not use this on a threaded perl. This will crash.
Example:
use SDL;
use SDL::Mixer;
use SDL::Mixer::Channels;
use SDL::Mixer::Effects;
use SDL::Mixer::Samples;
my @last_stream = ();
my $echo_effect_func = sub
{
my $channel = shift;
my $samples = shift;
my $position = shift;
my @stream = @_;
my @stream2 = @stream;
my $offset = $samples / 2;
for(my $i = 0; $i < $samples; $i+=2)
{
if($i < $offset)
{
if(scalar(@last_stream) == $samples)
{
$stream2[$i] = $stream[$i] * 0.6 + $last_stream[$samples + $i - $offset] * 0.4; # left
$stream2[$i + 1] = $stream[$i + 1] * 0.6 + $last_stream[$samples + $i - $offset + 1] * 0.4; # right
}
}
else
{
$stream2[$i] = $stream[$i] * 0.6 + $stream[$i - $offset] * 0.4; # left
$stream2[$i + 1] = $stream[$i + 1] * 0.6 + $stream[$i - $offset + 1] * 0.4; # right
}
}
@last_stream = @stream;
return @stream2;
};
my $effect_done = sub
{
# you may do something here
};
SDL::Mixer::open_audio( 44100, SDL::Constants::AUDIO_S16, 2, 1024 );
my $playing_channel = SDL::Mixer::Channels::play_channel( -1, SDL::Mixer::Samples::load_WAV('test/data/sample.wav'), -1 );
SDL::Mixer::Effects::register($playing_channel, $echo_effect_func, $effect_done, 0);
SDL::delay(2000);
SDL::Mixer::Effects::unregister($playing_channel, $echo_effect_func);
SDL::Mixer::close_audio();
SDL::quit();
unregister
SDL::Mixer::Effects::unregister( $channel, $effect_callback );
Remove the registered effect function from the effect list for channel. If the channel is active the
registered effect will have its $done_callback function called, if it was specified in
SDL::Mixer::Effects::register.
Returns: Zero on errors, such as invalid channel, or effect function not registered on channel.
Note: Do not use this on a threaded perl. This will crash.
unregister_all
SDL::Mixer::Effects::unregister_all( $channel );
This removes all effects registered to $channel. If the channel is active all the registered effects will
have their $done_callback functions called, if they were specified in SDL::Mixer::Effects::register.
Returns: Zero on errors, such as channel not existing.
Note: Do not use this on a threaded perl. This will crash.
set_post_mix
SDL::Mixer::Effects::set_post_mix( $effect_callback, $arg );
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 altering the stream to add an echo. This processor is never really
finished, until you call it without arguments. There can only be one postmix function used at a time
through this method. Use SDL::Mixer::Effects::register with MIX_CHANNEL_POST to use multiple postmix
processors. This postmix processor is run AFTER all the registered postmixers set up by
SDL::Mixer::Effects::register.
Note: Do not use this on a threaded perl. This will crash.
set_distance
SDL::Mixer::Effects::set_distance( $channel, $distance );
This effect simulates a simple attenuation of volume due to distance. The volume never quite reaches
silence, even at max distance (255).
NOTE: Using a distance of 0 will cause the effect to unregister itself from channel. You cannot
unregister it any other way, unless you use SDL::Mixer::Effects::unregister_all on the channel.
Returns: Zero on errors, such as an invalid channel, or if Mix_RegisterEffect failed.
set_panning
SDL::Mixer::Effects::set_panning( $channel, $left, $right );
This effect will only work on stereo audio. Meaning you called SDL::Mixer::open_audio with 2 channels.
Note: Setting both left and right to 255 will unregister the effect from channel. You cannot unregister
it any other way, unless you use SDL::Mixer::Effects::unregister_all on the channel.
Note: Using this function on a mono audio device will not register the effect, nor will it return an
error status.
Returns: Zero on errors, such as bad channel, or if SDL::Mixer::Effects::register failed.
set_position
SDL::Mixer::Effects::set_position( $channel, $angle, $distance );
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 angle and distance from the camera's point of view, the effect pans
and attenuates volumes.
$angle is the direction in relation to forward from 0 to 360 degrees. Larger angles will be reduced to
this range using angles % 360.
• 0 = directly in front.
• 90 = directly to the right.
• 180 = directly behind.
• 270 = directly to the left.
So you can see it goes clockwise starting at directly in front.
$distance is 0(close/loud) to 255(far/quiet).
Note: Using angle and distance of 0, will cause the effect to unregister itself from channel. You cannot
unregister it any other way, unless you use SDL::Mixer::Effects::unregister_all on the channel.
Returns: Zero on errors, such as an invalid channel, or if SDL::Mixer::Effects::register failed.
set_reverse_stereo
SDL::Mixer::Effects::set_reverse_stereo( $channel, $flip );
If you pass 1 to $flip it simple reverse stereo, swaps left and right channel sound.
Note: Using a flip of 0, will cause the effect to unregister itself from channel. You cannot unregister
it any other way, unless you use SDL::Mixer::Effects::register on the channel.
AUTHORS
See "AUTHORS" in SDL.
perl v5.38.2 2024-03-31 pods::SDL::Mixer::Effects(3pm)