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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
137 lines
4.5 KiB
C++
137 lines
4.5 KiB
C++
/*************************************************************************/
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/* audio_stream_player_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIO_STREAM_PLAYER_2D_H
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#define AUDIO_STREAM_PLAYER_2D_H
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#include "scene/2d/node_2d.h"
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#include "servers/audio/audio_stream.h"
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#include "servers/audio_server.h"
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class AudioStreamPlayer2D : public Node2D {
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GDCLASS(AudioStreamPlayer2D, Node2D);
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private:
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enum {
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MAX_OUTPUTS = 8,
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MAX_INTERSECT_AREAS = 32
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};
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struct Output {
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AudioFrame vol;
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int bus_index;
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Viewport *viewport; //pointer only used for reference to previous mix
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};
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Output outputs[MAX_OUTPUTS];
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volatile int output_count;
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volatile bool output_ready;
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//these are used by audio thread to have a reference of previous volumes (for ramping volume and avoiding clicks)
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Output prev_outputs[MAX_OUTPUTS];
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int prev_output_count;
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Ref<AudioStreamPlayback> stream_playback;
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Ref<AudioStream> stream;
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Vector<AudioFrame> mix_buffer;
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volatile float setseek;
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volatile bool active;
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volatile float setplay;
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float volume_db;
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float pitch_scale;
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bool autoplay;
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bool stream_paused;
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bool stream_paused_fade_in;
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bool stream_paused_fade_out;
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StringName bus;
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void _mix_audio();
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static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer2D *>(self)->_mix_audio(); }
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void _set_playing(bool p_enable);
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bool _is_active() const;
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void _bus_layout_changed();
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uint32_t area_mask;
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float max_distance;
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float attenuation;
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protected:
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void _validate_property(PropertyInfo &property) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_stream(Ref<AudioStream> p_stream);
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Ref<AudioStream> get_stream() const;
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void set_volume_db(float p_volume);
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float get_volume_db() const;
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void set_pitch_scale(float p_pitch_scale);
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float get_pitch_scale() const;
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void play(float p_from_pos = 0.0);
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void seek(float p_seconds);
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void stop();
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bool is_playing() const;
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float get_playback_position();
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void set_bus(const StringName &p_bus);
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StringName get_bus() const;
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void set_autoplay(bool p_enable);
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bool is_autoplay_enabled();
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void set_max_distance(float p_pixels);
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float get_max_distance() const;
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void set_attenuation(float p_curve);
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float get_attenuation() const;
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void set_area_mask(uint32_t p_mask);
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uint32_t get_area_mask() const;
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void set_stream_paused(bool p_pause);
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bool get_stream_paused() const;
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Ref<AudioStreamPlayback> get_stream_playback();
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AudioStreamPlayer2D();
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~AudioStreamPlayer2D();
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};
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#endif
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