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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
68 lines
3.6 KiB
C++
68 lines
3.6 KiB
C++
/**************************************************************************/
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/* godot_audio.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GODOT_AUDIO_H
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#define GODOT_AUDIO_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stddef.h>
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#include <stdint.h>
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extern int godot_audio_is_available();
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extern int godot_audio_has_worklet();
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extern int godot_audio_has_script_processor();
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extern int godot_audio_init(int *p_mix_rate, int p_latency, void (*_state_cb)(int), void (*_latency_cb)(float));
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extern void godot_audio_resume();
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extern int godot_audio_input_start();
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extern void godot_audio_input_stop();
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// Worklet
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typedef int32_t GodotAudioState[4];
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extern int godot_audio_worklet_create(int p_channels);
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extern void godot_audio_worklet_start(float *p_in_buf, int p_in_size, float *p_out_buf, int p_out_size, GodotAudioState p_state);
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extern void godot_audio_worklet_start_no_threads(float *p_out_buf, int p_out_size, void (*p_out_cb)(int p_pos, int p_frames), float *p_in_buf, int p_in_size, void (*p_in_cb)(int p_pos, int p_frames));
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extern int godot_audio_worklet_state_add(GodotAudioState p_state, int p_idx, int p_value);
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extern int godot_audio_worklet_state_get(GodotAudioState p_state, int p_idx);
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extern int godot_audio_worklet_state_wait(int32_t *p_state, int p_idx, int32_t p_expected, int p_timeout);
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// Script
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extern int godot_audio_script_create(int *p_buffer_size, int p_channels);
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extern void godot_audio_script_start(float *p_in_buf, int p_in_size, float *p_out_buf, int p_out_size, void (*p_cb)());
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_AUDIO_H
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