godot/servers/audio/audio_stream.h

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/*************************************************************************/
/* audio_stream.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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. */
/*************************************************************************/
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#ifndef AUDIO_STREAM_H
#define AUDIO_STREAM_H
#include "core/io/image.h"
#include "core/io/resource.h"
#include "servers/audio/audio_filter_sw.h"
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#include "servers/audio_server.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/object/script_language.h"
#include "core/variant/native_ptr.h"
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class AudioStreamPlayback : public RefCounted {
GDCLASS(AudioStreamPlayback, RefCounted);
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protected:
static void _bind_methods();
GDVIRTUAL1(_start, float)
GDVIRTUAL0(_stop)
GDVIRTUAL0RC(bool, _is_playing)
GDVIRTUAL0RC(int, _get_loop_count)
GDVIRTUAL0RC(float, _get_playback_position)
GDVIRTUAL1(_seek, float)
GDVIRTUAL3R(int, _mix, GDNativePtr<AudioFrame>, float, int)
public:
virtual void start(float p_from_pos = 0.0);
virtual void stop();
virtual bool is_playing() const;
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virtual int get_loop_count() const; //times it looped
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virtual float get_playback_position() const;
virtual void seek(float p_time);
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
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};
class AudioStreamPlaybackResampled : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackResampled, AudioStreamPlayback);
enum {
FP_BITS = 16, //fixed point used for resampling
FP_LEN = (1 << FP_BITS),
FP_MASK = FP_LEN - 1,
INTERNAL_BUFFER_LEN = 256,
CUBIC_INTERP_HISTORY = 4
};
AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
unsigned int internal_buffer_end = -1;
uint64_t mix_offset;
protected:
void begin_resample();
// Returns the number of frames that were mixed.
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames);
virtual float get_stream_sampling_rate();
GDVIRTUAL2R(int, _mix_resampled, GDNativePtr<AudioFrame>, int)
GDVIRTUAL0RC(float, _get_stream_sampling_rate)
static void _bind_methods();
public:
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
AudioStreamPlaybackResampled() { mix_offset = 0; }
};
class AudioStream : public Resource {
GDCLASS(AudioStream, Resource);
OBJ_SAVE_TYPE(AudioStream); // Saves derived classes with common type so they can be interchanged.
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protected:
static void _bind_methods();
GDVIRTUAL0RC(Ref<AudioStreamPlayback>, _instance_playback)
GDVIRTUAL0RC(String, _get_stream_name)
GDVIRTUAL0RC(float, _get_length)
GDVIRTUAL0RC(bool, _is_monophonic)
public:
virtual Ref<AudioStreamPlayback> instance_playback();
virtual String get_stream_name() const;
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virtual float get_length() const;
virtual bool is_monophonic() const;
};
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// Microphone
class AudioStreamPlaybackMicrophone;
class AudioStreamMicrophone : public AudioStream {
GDCLASS(AudioStreamMicrophone, AudioStream);
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friend class AudioStreamPlaybackMicrophone;
Set<AudioStreamPlaybackMicrophone *> playbacks;
protected:
static void _bind_methods();
public:
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virtual Ref<AudioStreamPlayback> instance_playback() override;
virtual String get_stream_name() const override;
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virtual float get_length() const override; //if supported, otherwise return 0
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virtual bool is_monophonic() const override;
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AudioStreamMicrophone();
};
class AudioStreamPlaybackMicrophone : public AudioStreamPlaybackResampled {
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GDCLASS(AudioStreamPlaybackMicrophone, AudioStreamPlaybackResampled);
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friend class AudioStreamMicrophone;
bool active;
unsigned int input_ofs;
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Ref<AudioStreamMicrophone> microphone;
protected:
virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
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virtual float get_stream_sampling_rate() override;
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public:
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
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virtual void start(float p_from_pos = 0.0) override;
virtual void stop() override;
virtual bool is_playing() const override;
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virtual int get_loop_count() const override; //times it looped
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virtual float get_playback_position() const override;
virtual void seek(float p_time) override;
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~AudioStreamPlaybackMicrophone();
AudioStreamPlaybackMicrophone();
};
//
class AudioStreamPlaybackRandomizer;
class AudioStreamRandomizer : public AudioStream {
GDCLASS(AudioStreamRandomizer, AudioStream);
public:
enum PlaybackMode {
PLAYBACK_RANDOM_NO_REPEATS,
PLAYBACK_RANDOM,
PLAYBACK_SEQUENTIAL,
};
private:
friend class AudioStreamPlaybackRandomizer;
struct PoolEntry {
Ref<AudioStream> stream;
float weight;
};
Set<AudioStreamPlaybackRandomizer *> playbacks;
Vector<PoolEntry> audio_stream_pool;
float random_pitch_scale;
float random_volume_offset_db;
Ref<AudioStreamPlayback> instance_playback_random();
Ref<AudioStreamPlayback> instance_playback_no_repeats();
Ref<AudioStreamPlayback> instance_playback_sequential();
Ref<AudioStream> last_playback = nullptr;
PlaybackMode playback_mode = PLAYBACK_RANDOM_NO_REPEATS;
protected:
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void add_stream(int p_index);
void move_stream(int p_index_from, int p_index_to);
void remove_stream(int p_index);
void set_stream(int p_index, Ref<AudioStream> p_stream);
Ref<AudioStream> get_stream(int p_index) const;
void set_stream_probability_weight(int p_index, float p_weight);
float get_stream_probability_weight(int p_index) const;
void set_streams_count(int p_count);
int get_streams_count() const;
void set_random_pitch(float p_pitch_scale);
float get_random_pitch() const;
void set_random_volume_offset_db(float p_volume_offset_db);
float get_random_volume_offset_db() const;
void set_playback_mode(PlaybackMode p_playback_mode);
PlaybackMode get_playback_mode() const;
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virtual Ref<AudioStreamPlayback> instance_playback() override;
virtual String get_stream_name() const override;
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virtual float get_length() const override; //if supported, otherwise return 0
virtual bool is_monophonic() const override;
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AudioStreamRandomizer();
};
class AudioStreamPlaybackRandomizer : public AudioStreamPlayback {
GDCLASS(AudioStreamPlaybackRandomizer, AudioStreamPlayback);
friend class AudioStreamRandomizer;
Ref<AudioStreamRandomizer> randomizer;
Ref<AudioStreamPlayback> playback;
Ref<AudioStreamPlayback> playing;
float pitch_scale;
float volume_scale;
public:
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virtual void start(float p_from_pos = 0.0) override;
virtual void stop() override;
virtual bool is_playing() const override;
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virtual int get_loop_count() const override; //times it looped
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virtual float get_playback_position() const override;
virtual void seek(float p_time) override;
virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
~AudioStreamPlaybackRandomizer();
};
VARIANT_ENUM_CAST(AudioStreamRandomizer::PlaybackMode);
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#endif // AUDIO_STREAM_H