godot/modules/minimp3/audio_stream_mp3.cpp

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/**************************************************************************/
/* audio_stream_mp3.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#define MINIMP3_FLOAT_OUTPUT
#define MINIMP3_IMPLEMENTATION
#define MINIMP3_NO_STDIO
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#include "audio_stream_mp3.h"
#include "core/io/file_access.h"
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int AudioStreamPlaybackMP3::_mix_internal(AudioFrame *p_buffer, int p_frames) {
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if (!active) {
return 0;
}
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int todo = p_frames;
int frames_mixed_this_step = p_frames;
int beat_length_frames = -1;
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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bool use_loop = looping_override ? looping : mp3_stream->loop;
bool beat_loop = use_loop && mp3_stream->get_bpm() > 0 && mp3_stream->get_beat_count() > 0;
if (beat_loop) {
beat_length_frames = mp3_stream->get_beat_count() * mp3_stream->sample_rate * 60 / mp3_stream->get_bpm();
}
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while (todo && active) {
mp3dec_frame_info_t frame_info;
mp3d_sample_t *buf_frame = nullptr;
int samples_mixed = mp3dec_ex_read_frame(mp3d, &buf_frame, &frame_info, mp3_stream->channels);
if (samples_mixed) {
p_buffer[p_frames - todo] = AudioFrame(buf_frame[0], buf_frame[samples_mixed - 1]);
if (loop_fade_remaining < FADE_SIZE) {
p_buffer[p_frames - todo] += loop_fade[loop_fade_remaining] * (float(FADE_SIZE - loop_fade_remaining) / float(FADE_SIZE));
loop_fade_remaining++;
}
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--todo;
++frames_mixed;
if (beat_loop && (int)frames_mixed >= beat_length_frames) {
for (int i = 0; i < FADE_SIZE; i++) {
samples_mixed = mp3dec_ex_read_frame(mp3d, &buf_frame, &frame_info, mp3_stream->channels);
loop_fade[i] = AudioFrame(buf_frame[0], buf_frame[samples_mixed - 1]);
if (!samples_mixed) {
break;
}
}
loop_fade_remaining = 0;
seek(mp3_stream->loop_offset);
loops++;
}
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}
else {
//EOF
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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if (use_loop) {
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seek(mp3_stream->loop_offset);
loops++;
} else {
frames_mixed_this_step = p_frames - todo;
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//fill remainder with silence
for (int i = p_frames - todo; i < p_frames; i++) {
p_buffer[i] = AudioFrame(0, 0);
}
active = false;
todo = 0;
}
}
}
return frames_mixed_this_step;
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}
float AudioStreamPlaybackMP3::get_stream_sampling_rate() {
return mp3_stream->sample_rate;
}
void AudioStreamPlaybackMP3::start(double p_from_pos) {
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active = true;
seek(p_from_pos);
loops = 0;
begin_resample();
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}
void AudioStreamPlaybackMP3::stop() {
active = false;
}
bool AudioStreamPlaybackMP3::is_playing() const {
return active;
}
int AudioStreamPlaybackMP3::get_loop_count() const {
return loops;
}
double AudioStreamPlaybackMP3::get_playback_position() const {
return double(frames_mixed) / mp3_stream->sample_rate;
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}
void AudioStreamPlaybackMP3::seek(double p_time) {
if (!active) {
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return;
}
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if (p_time >= mp3_stream->get_length()) {
p_time = 0;
}
frames_mixed = uint32_t(mp3_stream->sample_rate * p_time);
mp3dec_ex_seek(mp3d, (uint64_t)frames_mixed * mp3_stream->channels);
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}
void AudioStreamPlaybackMP3::tag_used_streams() {
mp3_stream->tag_used(get_playback_position());
}
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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void AudioStreamPlaybackMP3::set_parameter(const StringName &p_name, const Variant &p_value) {
if (p_name == SNAME("looping")) {
if (p_value == Variant()) {
looping_override = false;
looping = false;
} else {
looping_override = true;
looping = p_value;
}
}
}
Variant AudioStreamPlaybackMP3::get_parameter(const StringName &p_name) const {
if (looping_override && p_name == SNAME("looping")) {
return looping;
}
return Variant();
}
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AudioStreamPlaybackMP3::~AudioStreamPlaybackMP3() {
if (mp3d) {
mp3dec_ex_close(mp3d);
memfree(mp3d);
}
}
Ref<AudioStreamPlayback> AudioStreamMP3::instantiate_playback() {
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Ref<AudioStreamPlaybackMP3> mp3s;
ERR_FAIL_COND_V_MSG(data.is_empty(), mp3s,
"This AudioStreamMP3 does not have an audio file assigned "
"to it. AudioStreamMP3 should not be created from the "
"inspector or with `.new()`. Instead, load an audio file.");
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mp3s.instantiate();
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mp3s->mp3_stream = Ref<AudioStreamMP3>(this);
mp3s->mp3d = (mp3dec_ex_t *)memalloc(sizeof(mp3dec_ex_t));
int errorcode = mp3dec_ex_open_buf(mp3s->mp3d, data.ptr(), data_len, MP3D_SEEK_TO_SAMPLE);
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mp3s->frames_mixed = 0;
mp3s->active = false;
mp3s->loops = 0;
if (errorcode) {
ERR_FAIL_COND_V(errorcode, Ref<AudioStreamPlaybackMP3>());
}
return mp3s;
}
String AudioStreamMP3::get_stream_name() const {
return ""; //return stream_name;
}
void AudioStreamMP3::clear_data() {
data.clear();
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}
void AudioStreamMP3::set_data(const Vector<uint8_t> &p_data) {
int src_data_len = p_data.size();
const uint8_t *src_datar = p_data.ptr();
mp3dec_ex_t mp3d;
int err = mp3dec_ex_open_buf(&mp3d, src_datar, src_data_len, MP3D_SEEK_TO_SAMPLE);
ERR_FAIL_COND_MSG(err || mp3d.info.hz == 0, "Failed to decode mp3 file. Make sure it is a valid mp3 audio file.");
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channels = mp3d.info.channels;
sample_rate = mp3d.info.hz;
length = float(mp3d.samples) / (sample_rate * float(channels));
mp3dec_ex_close(&mp3d);
clear_data();
data.resize(src_data_len);
memcpy(data.ptrw(), src_datar, src_data_len);
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data_len = src_data_len;
}
Vector<uint8_t> AudioStreamMP3::get_data() const {
return data;
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}
void AudioStreamMP3::set_loop(bool p_enable) {
loop = p_enable;
}
bool AudioStreamMP3::has_loop() const {
return loop;
}
void AudioStreamMP3::set_loop_offset(double p_seconds) {
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loop_offset = p_seconds;
}
double AudioStreamMP3::get_loop_offset() const {
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return loop_offset;
}
double AudioStreamMP3::get_length() const {
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return length;
}
bool AudioStreamMP3::is_monophonic() const {
return false;
}
Implement audio stream playback parameters. Implements a way for audio stream playback to be configured via parameters directly in the edited AudioStreamPlayer[2D/3D]. Currently, configuring the playback stream is not possible (or is sometimes hacky as the user has to obtain the currently played stream, which is not always immediately available). This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3). But the idea is that it can do a lot more: * If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance. * For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before. * For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters. In any case, this PR is required to complete #64488. Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/minimp3/audio_stream_mp3.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update modules/vorbis/audio_stream_ogg_vorbis.h Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Update doc/classes/AudioStream.xml Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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void AudioStreamMP3::get_parameter_list(List<Parameter> *r_parameters) {
r_parameters->push_back(Parameter(PropertyInfo(Variant::BOOL, "looping", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_CHECKABLE), Variant()));
}
void AudioStreamMP3::set_bpm(double p_bpm) {
ERR_FAIL_COND(p_bpm < 0);
bpm = p_bpm;
emit_changed();
}
double AudioStreamMP3::get_bpm() const {
return bpm;
}
void AudioStreamMP3::set_beat_count(int p_beat_count) {
ERR_FAIL_COND(p_beat_count < 0);
beat_count = p_beat_count;
emit_changed();
}
int AudioStreamMP3::get_beat_count() const {
return beat_count;
}
void AudioStreamMP3::set_bar_beats(int p_bar_beats) {
ERR_FAIL_COND(p_bar_beats < 0);
bar_beats = p_bar_beats;
emit_changed();
}
int AudioStreamMP3::get_bar_beats() const {
return bar_beats;
}
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void AudioStreamMP3::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_data", "data"), &AudioStreamMP3::set_data);
ClassDB::bind_method(D_METHOD("get_data"), &AudioStreamMP3::get_data);
ClassDB::bind_method(D_METHOD("set_loop", "enable"), &AudioStreamMP3::set_loop);
ClassDB::bind_method(D_METHOD("has_loop"), &AudioStreamMP3::has_loop);
ClassDB::bind_method(D_METHOD("set_loop_offset", "seconds"), &AudioStreamMP3::set_loop_offset);
ClassDB::bind_method(D_METHOD("get_loop_offset"), &AudioStreamMP3::get_loop_offset);
ClassDB::bind_method(D_METHOD("set_bpm", "bpm"), &AudioStreamMP3::set_bpm);
ClassDB::bind_method(D_METHOD("get_bpm"), &AudioStreamMP3::get_bpm);
ClassDB::bind_method(D_METHOD("set_beat_count", "count"), &AudioStreamMP3::set_beat_count);
ClassDB::bind_method(D_METHOD("get_beat_count"), &AudioStreamMP3::get_beat_count);
ClassDB::bind_method(D_METHOD("set_bar_beats", "count"), &AudioStreamMP3::set_bar_beats);
ClassDB::bind_method(D_METHOD("get_bar_beats"), &AudioStreamMP3::get_bar_beats);
ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_data", "get_data");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bpm", PROPERTY_HINT_RANGE, "0,400,0.01,or_greater"), "set_bpm", "get_bpm");
ADD_PROPERTY(PropertyInfo(Variant::INT, "beat_count", PROPERTY_HINT_RANGE, "0,512,1,or_greater"), "set_beat_count", "get_beat_count");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bar_beats", PROPERTY_HINT_RANGE, "2,32,1,or_greater"), "set_bar_beats", "get_bar_beats");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "loop_offset"), "set_loop_offset", "get_loop_offset");
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}
AudioStreamMP3::AudioStreamMP3() {
}
AudioStreamMP3::~AudioStreamMP3() {
clear_data();
}