godot/scene/resources/gibberish_stream.h

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/*************************************************************************/
/* gibberish_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 GIBBERISH_STREAM_H
#define GIBBERISH_STREAM_H
//TODO: This class needs to be adapted to the new AudioStream API,
// or dropped if nobody cares about fixing it :) (GH-3307)
#if 0
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#include "scene/resources/audio_stream.h"
#include "scene/resources/sample_library.h"
class AudioStreamGibberish : public AudioStream {
GDCLASS( AudioStreamGibberish, AudioStream );
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enum {
FP_BITS = 12,
FP_LEN = (1<<12),
};
bool active;
bool paused;
float xfade_time;
float pitch_scale;
float pitch_random_scale;
Vector<Ref<Sample> > _samples;
Vector<int> _rand_pool;
int rand_idx;
_FORCE_INLINE_ int randomize();
struct Playback {
int idx;
uint64_t fp_pos;
float scale;
};
Playback playback[2];
int active_voices;
Ref<SampleLibrary> phonemes;
protected:
virtual int get_channel_count() const;
virtual bool mix(int32_t *p_buffer, int p_frames);
static void _bind_methods();
public:
void set_phonemes(const Ref<SampleLibrary>& p_phonemes);
Ref<SampleLibrary> get_phonemes() const;
virtual void play();
virtual void stop();
virtual bool is_playing() const;
virtual void set_paused(bool p_paused);
virtual bool is_paused(bool p_paused) const;
virtual void set_loop(bool p_enable);
virtual bool has_loop() const;
virtual float get_length() const;
virtual String get_stream_name() const;
virtual int get_loop_count() const;
virtual float get_pos() const;
virtual void seek_pos(float p_time);
virtual UpdateMode get_update_mode() const;
virtual void update();
void set_xfade_time(float p_xfade);
float get_xfade_time() const;
void set_pitch_scale(float p_scale);
float get_pitch_scale() const;
void set_pitch_random_scale(float p_random_scale);
float get_pitch_random_scale() const;
AudioStreamGibberish();
};
#endif
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#endif // GIBBERISH_STREAM_H