godot/scene/audio/audio_stream_player.h

116 lines
4.0 KiB
C++

/**************************************************************************/
/* audio_stream_player.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 AUDIO_STREAM_PLAYER_H
#define AUDIO_STREAM_PLAYER_H
#include "core/templates/safe_refcount.h"
#include "scene/main/node.h"
#include "scene/scene_string_names.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:
Vector<Ref<AudioStreamPlayback>> stream_playbacks;
Ref<AudioStream> stream;
SafeFlag active;
float pitch_scale = 1.0;
float volume_db = 0.0;
bool autoplay = false;
StringName bus = SceneStringNames::get_singleton()->Master;
int max_polyphony = 1;
MixTarget mix_target = MIX_TARGET_STEREO;
void _set_playing(bool p_enable);
bool _is_active() const;
void _bus_layout_changed();
Vector<AudioFrame> _get_volume_vector();
protected:
void _validate_property(PropertyInfo &p_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 set_pitch_scale(float p_pitch_scale);
float get_pitch_scale() const;
void set_max_polyphony(int p_max_polyphony);
int get_max_polyphony() 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;
void set_stream_paused(bool p_pause);
bool get_stream_paused() const;
bool has_stream_playback();
Ref<AudioStreamPlayback> get_stream_playback();
AudioStreamPlayer();
~AudioStreamPlayer();
};
VARIANT_ENUM_CAST(AudioStreamPlayer::MixTarget)
#endif // AUDIO_STREAM_PLAYER_H