godot/modules/minimp3/audio_stream_mp3.h

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/**************************************************************************/
/* audio_stream_mp3.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef AUDIO_STREAM_MP3_H
#define AUDIO_STREAM_MP3_H
#include "core/io/resource_loader.h"
#include "servers/audio/audio_stream.h"
#include <minimp3_ex.h>
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class AudioStreamMP3;
class AudioStreamPlaybackMP3 : public AudioStreamPlaybackResampled {
GDCLASS(AudioStreamPlaybackMP3, AudioStreamPlaybackResampled);
enum {
FADE_SIZE = 256
};
AudioFrame loop_fade[FADE_SIZE];
int loop_fade_remaining = FADE_SIZE;
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mp3dec_ex_t *mp3d = nullptr;
uint32_t frames_mixed = 0;
bool active = false;
int loops = 0;
friend class AudioStreamMP3;
Ref<AudioStreamMP3> mp3_stream;
protected:
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
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virtual float get_stream_sampling_rate() override;
public:
virtual void start(double p_from_pos = 0.0) override;
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virtual void stop() override;
virtual bool is_playing() const override;
virtual int get_loop_count() const override; //times it looped
virtual double get_playback_position() const override;
virtual void seek(double p_time) override;
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virtual void tag_used_streams() override;
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AudioStreamPlaybackMP3() {}
~AudioStreamPlaybackMP3();
};
class AudioStreamMP3 : public AudioStream {
GDCLASS(AudioStreamMP3, AudioStream);
OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
RES_BASE_EXTENSION("mp3str");
friend class AudioStreamPlaybackMP3;
PackedByteArray data;
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uint32_t data_len = 0;
float sample_rate = 1.0;
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int channels = 1;
float length = 0.0;
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bool loop = false;
float loop_offset = 0.0;
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void clear_data();
double bpm = 0;
int beat_count = 0;
int bar_beats = 4;
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protected:
static void _bind_methods();
public:
void set_loop(bool p_enable);
virtual bool has_loop() const override;
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void set_loop_offset(double p_seconds);
double get_loop_offset() const;
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void set_bpm(double p_bpm);
virtual double get_bpm() const override;
void set_beat_count(int p_beat_count);
virtual int get_beat_count() const override;
void set_bar_beats(int p_bar_beats);
virtual int get_bar_beats() const override;
virtual Ref<AudioStreamPlayback> instantiate_playback() override;
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virtual String get_stream_name() const override;
void set_data(const Vector<uint8_t> &p_data);
Vector<uint8_t> get_data() const;
virtual double get_length() const override;
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virtual bool is_monophonic() const override;
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AudioStreamMP3();
virtual ~AudioStreamMP3();
};
#endif // AUDIO_STREAM_MP3_H