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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
263 lines
8.2 KiB
C++
263 lines
8.2 KiB
C++
/*************************************************************************/
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/* sample_player_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#include "sample_player_2d.h"
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#include "servers/audio_server.h"
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#include "servers/audio_server.h"
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#include "servers/spatial_sound_server.h"
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bool SamplePlayer2D::_set(const StringName& p_name, const Variant& p_value) {
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String name=p_name;
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if (name=="play/play") {
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if (library.is_valid()) {
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String what=p_value;
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if (what=="")
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stop_all();
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else
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play(what);
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played_back=what;
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}
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} else
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return false;
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return true;
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}
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bool SamplePlayer2D::_get(const StringName& p_name,Variant &r_ret) const {
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String name=p_name;
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if (name=="play/play") {
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r_ret=played_back;
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} else
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return false;
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return true;
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}
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void SamplePlayer2D::_get_property_list(List<PropertyInfo> *p_list) const {
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String en="";
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if (library.is_valid()) {
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List<StringName> samples;
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Ref<SampleLibrary> ncl=library;
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ncl->get_sample_list(&samples);
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for (List<StringName>::Element *E=samples.front();E;E=E->next()) {
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en+=",";
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en+=E->get();
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}
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}
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p_list->push_back( PropertyInfo( Variant::STRING, "play/play", PROPERTY_HINT_ENUM, en,PROPERTY_USAGE_EDITOR|PROPERTY_USAGE_ANIMATE_AS_TRIGGER));
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}
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void SamplePlayer2D::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_TREE: {
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SpatialSound2DServer::get_singleton()->source_set_polyphony(get_source_rid(),polyphony);
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} break;
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}
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}
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void SamplePlayer2D::set_sample_library(const Ref<SampleLibrary>& p_library) {
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library=p_library;
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_change_notify();
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update_configuration_warning();
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}
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Ref<SampleLibrary> SamplePlayer2D::get_sample_library() const {
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return library;
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}
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void SamplePlayer2D::set_polyphony(int p_voice_count) {
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ERR_FAIL_COND(p_voice_count<0 || p_voice_count>64);
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polyphony=p_voice_count;
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if (get_source_rid().is_valid())
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SpatialSound2DServer::get_singleton()->source_set_polyphony(get_source_rid(),polyphony);
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}
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int SamplePlayer2D::get_polyphony() const {
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return polyphony;
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}
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SamplePlayer2D::VoiceID SamplePlayer2D::play(const String& p_sample,int p_voice) {
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if (!get_source_rid().is_valid())
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return INVALID_VOICE;
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if (library.is_null())
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return INVALID_VOICE;
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if (!library->has_sample(p_sample))
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return INVALID_VOICE;
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Ref<Sample> sample = library->get_sample(p_sample);
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float vol_change = library->sample_get_volume_db(p_sample);
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float pitch_change = library->sample_get_pitch_scale(p_sample);
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VoiceID vid = SpatialSound2DServer::get_singleton()->source_play_sample(get_source_rid(),sample->get_rid(),sample->get_mix_rate()*pitch_change,p_voice);
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if (vol_change)
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SpatialSound2DServer::get_singleton()->source_voice_set_volume_scale_db(get_source_rid(),vid,vol_change);
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if (random_pitch_scale) {
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float ps = Math::random(-random_pitch_scale,random_pitch_scale);
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if (ps>0)
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ps=1.0+ps;
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else
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ps=1.0/(1.0-ps);
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SpatialSound2DServer::get_singleton()->source_voice_set_pitch_scale(get_source_rid(),vid,ps*pitch_change);
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}
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return vid;
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}
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//voices
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void SamplePlayer2D::voice_set_pitch_scale(VoiceID p_voice, float p_pitch_scale) {
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if (!get_source_rid().is_valid())
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return;
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SpatialSound2DServer::get_singleton()->source_voice_set_pitch_scale(get_source_rid(),p_voice,p_pitch_scale);
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}
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void SamplePlayer2D::voice_set_volume_scale_db(VoiceID p_voice, float p_volume_db) {
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if (!get_source_rid().is_valid())
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return;
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SpatialSound2DServer::get_singleton()->source_voice_set_volume_scale_db(get_source_rid(),p_voice,p_volume_db);
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}
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bool SamplePlayer2D::is_voice_active(VoiceID p_voice) const {
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if (!get_source_rid().is_valid())
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return false;
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return SpatialSound2DServer::get_singleton()->source_is_voice_active(get_source_rid(),p_voice);
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}
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void SamplePlayer2D::stop_voice(VoiceID p_voice) {
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if (!get_source_rid().is_valid())
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return;
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SpatialSound2DServer::get_singleton()->source_stop_voice(get_source_rid(),p_voice);
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}
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void SamplePlayer2D::stop_all() {
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if (!get_source_rid().is_valid())
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return;
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for(int i=0;i<polyphony;i++) {
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SpatialSound2DServer::get_singleton()->source_stop_voice(get_source_rid(),i);
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}
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}
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void SamplePlayer2D::set_random_pitch_scale(float p_scale) {
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random_pitch_scale=p_scale;
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}
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float SamplePlayer2D::get_random_pitch_scale() const {
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return random_pitch_scale;
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}
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String SamplePlayer2D::get_configuration_warning() const {
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if (library.is_null()) {
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return TTR("A SampleLibrary resource must be created or set in the 'samples' property in order for SamplePlayer to play sound.");
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}
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return String();
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}
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void SamplePlayer2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_sample_library","library:SampleLibrary"),&SamplePlayer2D::set_sample_library);
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ObjectTypeDB::bind_method(_MD("get_sample_library:SampleLibrary"),&SamplePlayer2D::get_sample_library);
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ObjectTypeDB::bind_method(_MD("set_polyphony","max_voices"),&SamplePlayer2D::set_polyphony);
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ObjectTypeDB::bind_method(_MD("get_polyphony"),&SamplePlayer2D::get_polyphony);
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ObjectTypeDB::bind_method(_MD("play","sample","voice"),&SamplePlayer2D::play,DEFVAL(NEXT_VOICE));
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//voices,DEV
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ObjectTypeDB::bind_method(_MD("voice_set_pitch_scale","voice","ratio"),&SamplePlayer2D::voice_set_pitch_scale);
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ObjectTypeDB::bind_method(_MD("voice_set_volume_scale_db","voice","db"),&SamplePlayer2D::voice_set_volume_scale_db);
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ObjectTypeDB::bind_method(_MD("is_voice_active","voice"),&SamplePlayer2D::is_voice_active);
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ObjectTypeDB::bind_method(_MD("stop_voice","voice"),&SamplePlayer2D::stop_voice);
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ObjectTypeDB::bind_method(_MD("stop_all"),&SamplePlayer2D::stop_all);
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ObjectTypeDB::bind_method(_MD("set_random_pitch_scale","val"),&SamplePlayer2D::set_random_pitch_scale);
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ObjectTypeDB::bind_method(_MD("get_random_pitch_scale"),&SamplePlayer2D::get_random_pitch_scale);
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BIND_CONSTANT( INVALID_VOICE );
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BIND_CONSTANT( NEXT_VOICE );
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ADD_PROPERTY( PropertyInfo( Variant::INT, "config/polyphony", PROPERTY_HINT_RANGE, "1,64,1"),_SCS("set_polyphony"),_SCS("get_polyphony"));
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ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "config/samples", PROPERTY_HINT_RESOURCE_TYPE,"SampleLibrary"),_SCS("set_sample_library"),_SCS("get_sample_library"));
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ADD_PROPERTY( PropertyInfo( Variant::REAL, "config/pitch_random", PROPERTY_HINT_RESOURCE_TYPE,"SampleLibrary"),_SCS("set_random_pitch_scale"),_SCS("get_random_pitch_scale"));
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}
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SamplePlayer2D::SamplePlayer2D() {
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polyphony=1;
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random_pitch_scale=0;
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}
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SamplePlayer2D::~SamplePlayer2D() {
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}
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