godot/scene/audio/audio_player.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

105 lines
3.7 KiB
C++

/*************************************************************************/
/* audio_player.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 AUDIOPLAYER_H
#define AUDIOPLAYER_H
#include "scene/main/node.h"
#include "servers/audio/audio_stream.h"
class AudioStreamPlayer : public Node {
GDCLASS(AudioStreamPlayer, Node)
public:
enum MixTarget {
MIX_TARGET_STEREO,
MIX_TARGET_SURROUND,
MIX_TARGET_CENTER
};
private:
Ref<AudioStreamPlayback> stream_playback;
Ref<AudioStream> stream;
Vector<AudioFrame> mix_buffer;
volatile float setseek;
volatile bool active;
float mix_volume_db;
float volume_db;
bool autoplay;
StringName bus;
MixTarget mix_target;
void _mix_internal(bool p_fadeout);
void _mix_audio();
static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer *>(self)->_mix_audio(); }
void _set_playing(bool p_enable);
bool _is_active() const;
void _bus_layout_changed();
protected:
void _validate_property(PropertyInfo &property) const;
void _notification(int p_what);
static void _bind_methods();
public:
void set_stream(Ref<AudioStream> p_stream);
Ref<AudioStream> get_stream() const;
void set_volume_db(float p_volume);
float get_volume_db() const;
void play(float p_from_pos = 0.0);
void seek(float p_seconds);
void stop();
bool is_playing() const;
float get_playback_position();
void set_bus(const StringName &p_bus);
StringName get_bus() const;
void set_autoplay(bool p_enable);
bool is_autoplay_enabled();
void set_mix_target(MixTarget p_target);
MixTarget get_mix_target() const;
AudioStreamPlayer();
~AudioStreamPlayer();
};
VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget)
#endif // AUDIOPLAYER_H